• Title/Summary/Keyword: button design

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Parameter Design and Analysis for Aluminum Resistance Spot Welding

  • Cho, Yong-Joon;Li, Wei;Hu, S. Jack
    • Journal of Welding and Joining
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    • v.20 no.2
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    • pp.102-108
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    • 2002
  • Resistance spot welding of aluminum alloys is based upon Joule heating of the components by passing a large current in a short duration. Since aluminum alloys have the potential to replace steels fur automobile body assemblies, it is important to study the process robustness of aluminum spot welding process. In order to evaluate the effects of process parameters on the weld quality, major process variables and abnormal process conditions were selected and analyzed. A newly developed two-stage, sliding-level experiment was adopted fur effective parameter design and analysis. Suitable ranges of welding current and button diameters were obtained through the experiment. The effects of the factors and their levels on the variation of acceptable welding current were considered in terms of main effects. From the results, it is concluded that any abnormal process condition decreases the suitable current range in the weld lobe curve. Pareto analysis of variance was also introduced to estimate the significant factors on the signal-to-noise (S/N) ratio. Among the six factors studied, fit-up condition is found to be the most significant factor influencing the SM ratio. Using a Pareto diagram, the optimal condition is determined and the SM ratio is significantly improved using the optimal condition.

Web-based 3D Virtual Experience using Unity and Leap Motion (Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.2
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    • pp.159-169
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    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.

A Study of Present Circumstance of Uniform Design for Korean Restaurant Employees in Hotels (호텔 한식당의 유니폼 디자인 현황에 관한 연구)

  • Kim Eun-Jung;Kang Soon-Che
    • Journal of the Korean Society of Costume
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    • v.54 no.8
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    • pp.101-112
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    • 2004
  • The purpose of this study was to survey the present circumstance of uniform's design and to suggest a design for employees who work for Korean restaurants in Hotels. The subject of study are 10 restaurants which are located in the first class hotels in seoul. And the period of research were 2 months between November, 2003 and December, 2003. The result of research was analyzed by various methods - which consider the frequency, percentage, T-test, crosstabs, and one-way ANOVA. The results are as follows: $1.40{\%}$ of subject adopt a general style which is not traditional style and $60{\%}$ of subject do a Han-Bok or casual Han-Bok which is traditional style. 2. About satisfaction of uniforms, $50{\%}$ of people who is wearing general style has been satisfying their uniform. And $33{\%}$ of people who is wearing traditional style has only been satisfying. 3. People prefer uniform that is made of wrinkle free fabrics and has pockets. In shape of design, they want that ankle-length of trousers, 7/8 sleeves's jackets with waist line-length, and narrow ends. They prefer that a coat has a knob button and there is a zipper in a skirt.

Design of the menu on a multi-line display (Multi-line Display를 이용하는 제품의 메뉴 설계방안)

  • 유승무;한성호;곽지영
    • Journal of the Ergonomics Society of Korea
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    • v.15 no.1
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    • pp.1-14
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    • 1996
  • Menu-driven interfaces are frequently employed for user interfaces on many electronic products. Due to space constraint, a single or multi-line display is popularly used to show menu items unlike the software interfaces. Single or multi-line display present 8 .approx. 21. characters on an LCD screen and the user selects items using a series of button pushes. Multi-line displays are different from the single-line ones in the following aspects. First, they can present multiple line of information at the same time. Second, they can present menu items in a various way compared to single-line ones. However, due to their space constraint multi-line displays have many limitations compared to ordinary displays which usually use 14" screens. Therefore, guidelines are necessary for designing efficent multi-line display menus interfaces. In this study, a human factors experiment was conducted to examine the effects of three design variables which might affect the usability of a multi-line display menus. Factors investigated include menu structure, number of lines on the display, and item presentation method. Usability of the multi-line display menus was measured quantitatively in terms of four different aspects: speed, accuracy, inefficiency and preference. The analysis of variance was used not only to analyze the main effects of the factors and their interactions but also to see the differences between the single-line display menus and multi-line display ones. A set of design guidelines drawn from this study can be applied to the design of the user interfaces of a various types of electronic consumer products.

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A Design of Korean Input Method using Direction of Vowel on the Touch Screen (터치스크린에서의 모음의 방향성을 이용한 한글 입력 방식의 설계)

  • Lim, Yang-Won;Lim, Han-Kyu
    • Journal of Korea Multimedia Society
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    • v.14 no.7
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    • pp.924-932
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    • 2011
  • Though the spread of the touch screen devices is now revitalized, the Korean input methods in the touch screen devices are mostly the button input methods using keypads. Even though the button input methods are used with a touch screen, they still adopts the existing qwerty keyboard. It means that the existing methods can not be improved. This research suggests that the Korean input method which can be used in the portable terminals and the touch screen devices, for example, a smart phone which has a limited sized screen. It assigns every vowel a process which corresponds with the Korean invention theory and the vowel input method is to drag it. Through the mock experiments, we confirmed that the simplification of the Korean alphabet is more efficient than the existing methods, in the point of the speed of the Korean input.

Effects of Preoperative Pain Management Education on the Control of Postoperative Pain -Focused on the PCA used Surgical Patients with Uterine Tumor- (수술 전 통증관리교육이 수술 후 통증조절에 미치는 효과 -자가통증조절기를 사용하는 자궁종양 수술환자를 중심으로-)

  • Park, Jeong Sook;Lee, Mi Hwa;Lee, Hye Ran
    • Asian Oncology Nursing
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    • v.11 no.2
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    • pp.108-115
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    • 2011
  • Purpose: The purpose of this study was to examine the effects of preoperative pain management education on postoperative pain control in patients with uterine tumor using patient controlled analgesia. Methods: This study used non-equivalent control group non-synchronized design. Data were collected from September, 2008 to March, 2009 at one university hospital in Daegu, Korea. There were 60 participants, 30 in both the experimental and control group. The experimental group was given preoperative pain education using videos, leaflets, and a PCA model. Postoperative pain intensity, frequency of the PCA button being pressed, and doses of additional analgesics were observed through 24 hours postoperative and knowledge of pain and attitude about the use of the pain medicine were measured at 3 days postoperative. Collected data were analyzed using t-test, ${\chi}^2$ test, repeat measured ANOVA, and Bonferroni methods. Results: There were no significant differences in the postoperative pain level between the experimental and control group. Postoperative frequency of the PCA button pressed, doses of additional analgesics, pain knowledge and attitude about the use of the pain medicine of the experimental group were significantly higher than those of the control group. Conclusion: Pain management education is an effective nursing intervention for pain control after surgery.

A Study on the Development of the Medical Gowns for Interns and Residents at a University Hospital -Focus on Pockets and Movement Adaptability- (대학종합병원 전공의 가운 개발에 관한 연구 -수납 및 활동성을 중심으로-)

  • Yun, Hee-Young;Choi, Hei-Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.5
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    • pp.819-830
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    • 2010
  • This study proposes medical gowns for interns and residents that address the functions of utility and activity. Based on the questionnaires, the prototype focused on the pockets for practical use and movement adaptability. Functional pockets were made by increasing pocket sizes and separating pockets with sections according to use. An inside pocket and a loop for an identification tag was placed on the chest pocket and the side seam pocket were oblique lined. To resolve horizontal stress on the back of the gown,6 cm action pleats were added at both ends of the bladebone. The elbow area was tucked up to improve the workplace activities. To reduce hamper on the gown hemline, slits were added along the gown side seam. The front button was changed into an inside button closure. The cuffs, belt, and back waist belt were removed due to occupational cases of inconvenience. The length of the sleeves was adjusted with belts to improve the movement of the arms. In accordance with design preference, the gown was designed to be knee-length with wrist length sleeves. Blue colored (2.5PB 3/12: by Munsell) material was inserted to reduce the contamination on the neck, cuffs, front closure, and hemline area. The planning cloth of the experimental gown was designed to improve activity function, cleaning, and comfort from light materials. The field test (with 30 doctors at university hospitals and the objective assessment with 9 subject groups)were done by the valuation between the existing gown and the prototype. The results showed that the prototype had to be modified by decreasing the pocket size, expanding the usage of the penholder, and simplify front pockets in order to maintain unity. The loop for the identification tag, inside pocket, and the blue colored material had to be removed. The front closure of the gown had to return to its original state.

Design of a Secure Keypads to prevent Smudge Attack using Fingerprint Erasing in Mobile Devices (모바일 단말기에서 지문 지우기를 활용한 스머지 공격 방지를 위한 보안 키패드 설계)

  • Hyung-Jin, Mun
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.117-123
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    • 2023
  • In the fintech environment, Smart phones are mainly used for various service. User authentication technology is required to use safe services. Authentication is performed by transmitting authentication information to the server when the PIN or password is entered and touch the button completing authentication. But A post-attack is possible because the smudge which is the trace of using screen remains instead of recording attack with a camera or SSA(Shoulder Surfing Attack). To prevent smudge attacks, users must erase their fingerprints after authentication. In this study, we proposed a technique to determine whether to erase fingerprints. The proposed method performed erasing fingerprint which is the trace of touching after entering PIN and designed the security keypads that processes instead of entering completion button automatically when determined whether the fingerprint has been erased or not. This method suggests action that must erase the fingerprint when entering password. By this method, A user must erase the fingerprint to complete service request and can block smudge attack.

Design Strategies of a Shaver for Men based on Consumers' Sensitive Images of Preference (소비자 선호 감성이미지 기반 남성용면도기 디자인 전략)

  • Lee, Yu-Ri;Yang, Jong-Youl
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.393-402
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    • 2007
  • The purpose of this study is to provide the design direction based on consumer sensitivity through the structure between product design preferences - sensitivity image - design elements. For the purpose, we selected men's shaver products for this study subject and collected 164 shavers' pictures released between 2001-2007 years. Then, we carried out a pilot test for collection of sensitivity images about shavers, made a survey using semantic differential method and analyzed the survey. According the result, consumers preferred the sensitivity images "luxury, attractive, stable", design elements satisfied the preference images were "form of body is not a circular arcs or a polygon, material is steel, button is push style, and a color of body is not brown." This study can provide a base of the causal relationship between design preferences - sensitivity image - design elements and a design process to predict consumer sensitivity-oriented design.

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A Study on the Preference of Design Components of Shop Facade (숍 파사드 디자인 구성요소에 대한 선호도 연구)

  • Yeo, Mi;Oh, Sun Ae
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.171-179
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    • 2015
  • The aim of this study is to figure out the preference features on design components of shop facade on the basis of the questionnaire survey on short-term memory and sensory memory of human right after an image experiment. As for a preceding research, this study examined the design features of facade into tangible elements and intangible elements, and also classified them into physical, aesthetical, marketing and symbolic components in detail. And, it extracted 5 representative elements in preceding studies including shape, material, pattern, color and sign, which is the standard of a questionnaire survey and preference analysis. The subjects of the experiment were 30 men and women who were over 20 years old majoring interior design. They were exposed to 20 images with 10 seconds respectively through a video, and were asked to respond the questionnaire promptly. The findings of preference analysis of design components of facade including shape, material, pattern, color and sign are as follows. Firstly, shape was the most interesting and attracting component, and designs applied with shape of objects such as 'web', 'drawer', 'wheel' and 'button' obtained high preference. Secondly, as for material, block, steel, exposed concrete board attracted higher preference as memorable materials than other materials. Material was affected by shape, pattern and color. Thirdly, pattern was the most lasting element. Designed pattern had higher preference than simple pattern. Fourthly, as for color, red and green with strong stimulation and attention attained priority having long lasting memory. Fifthly, when visiting a shop, sign out of 5 elements of shape, material, pattern, color and sign drew attention the most. As for the preference of location of sign, 'center top' was the most noticeable. The findings of this study could be utilized for facade design, and also could be used for commercialization considering highly preferred components, and top preference aspects of such elements. advised that to give an impression to customers is important to make a successful design for sales marketing, which, in turn, would lead customers to revisit the shop.