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Journal articles on the topic 'Digital product design'

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1

Burgess, Mark A. "Digital Product Development." Mechanical Engineering 130, no. 08 (2008): 34–38. http://dx.doi.org/10.1115/1.2008-aug-3.

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This article discusses changes in the digital product development. Advances in computing power are multiplying the capabilities of design engineers. Information technology has advanced at a tremendous pace. Developers of design systems have exploited this capability with sophisticated mathematics, and today's systems are capable of producing very complex designs in much higher definition than ever before. Advances in geometric modeling have made it possible to represent 3-D solids in minute detail. Process modeling, which began with the study of a single manufacturing process, eventually gave way to complete factory flow simulations. The recent advances in IT enabled crossing the boundaries among technology, geometry, and process modeling with integrated computer-aided engineering, computer-aided design, and process planning. Current trends have now extended process modeling throughout the integrated supply chain and the extended enterprise.
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Suharta, Asep, Amir Supriadi, and Nurkadri Nurkadri. "Design of Digital Based Volley Ball Basic Techniques Test Instrument." Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences 4, no. 2 (2021): 3170–76. http://dx.doi.org/10.33258/birci.v4i2.2049.

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This study aims to design a digital-based volleyball basic technical skill test instrument using internet technology as its application. This study uses a research and development design method (Research and Development) used in this study is the Borg and Gall development model with 7 steps of potential problems, data collection, product design, product validation, design revision, product trial, product revision, trial usage, product revision, and production. This learning product was developed in the design of a digital-based volleyball basic technique test instrument. The products of this research are 1) produce a basic volleyball technical test instrument application product used in smartphones, 2) produce a villi ball basic technical instrument product that is easily accessible via the internet
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OTSUKA, Akimasa, Kazuyuki SASAJIMA, and Seiichirou HARA. "Decision Method of Statistical-Tolerance-Indices Considering Product Performance(Digital design and digital manufacturing)." Proceedings of International Conference on Leading Edge Manufacturing in 21st century : LEM21 2005.1 (2005): 39–44. http://dx.doi.org/10.1299/jsmelem.2005.1.39.

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NIELSEN, Johan, and Fumihiko KIMURA. "A Resource Capability Model to Support Product Family Analysis(Digital design and digital manufacturing (continued))." Proceedings of International Conference on Leading Edge Manufacturing in 21st century : LEM21 2005.2 (2005): 307–12. http://dx.doi.org/10.1299/jsmelem.2005.2.307.

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TOM, PAGE, and THORSTEINSSON GISLI. "NEURAL INTERFACES IN DIGITAL PRODUCT DESIGN." i-manager's Journal on Digital Signal Processing 6, no. 1 (2018): 1. http://dx.doi.org/10.26634/jdp.6.1.15155.

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6

Tao, Fei, Fangyuan Sui, Ang Liu, et al. "Digital twin-driven product design framework." International Journal of Production Research 57, no. 12 (2018): 3935–53. http://dx.doi.org/10.1080/00207543.2018.1443229.

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Li, Shan. "Synesthetic Design of Digital Elderly Products Based on Big Data." Wireless Communications and Mobile Computing 2021 (April 8, 2021): 1–9. http://dx.doi.org/10.1155/2021/5596571.

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With the development of digital information technology, digital products have been integrated into people’s lives. The advent of the era of big data and the application of artificial intelligence have greatly accelerated this process. However, the increasingly high-end technology of these digital products brings more and more complex operations. The use and operation of these digital products have become a huge problem for the elderly who have a low level of acceptance of digital products or even a little out of touch. The purpose of this article is to study the influence of synesthetic design of digital senior products based on big data on the development of digital senior products. This article first understands the current problems in the development of digital elderly products and the design concepts and design processes of these digital elderly products through questionnaire surveys and market research. Then, this article analyzes the importance of synesthesia design for digital product design for the elderly through literature research and related product design cases. Then, this article combines the application of big data technology and complex intelligent system to carry out the synesthesia design of digital elderly products, the most important of which is to use the image recognition technology of complex intelligent system and intelligent voice interaction technology to achieve the synesthesia effect of these product designs. Finally, this paper uses the mathematical model of maximum utility and some statistical methods to analyze the effect of the product synesthesia design experiment in this research. Studies have shown that synesthesia design can maximize the utility of digital products for the elderly. This result is more than 95% confident in statistical analysis. Therefore, synesthesia design plays an important role in the popularization and development of digital elderly products in the elderly consumer groups.
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Anciferov, S., A. Lyutenko, E. Sychev, and L. Sivachenko. "DIGITAL DESIGNING APPLYING GENERATIVE DESIGN." Technical Aesthetics and Design Research 1, no. 4 (2020): 38–44. http://dx.doi.org/10.34031/2687-0878-2019-1-4-38-44.

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In this paper the two principal design methods applying in industry such as industrial design and computer-aided design and differences between them were studied. Design technology applying a generative design was considered. The most popular soft ware allowing a generative design realization is a Siemens Software – CAD/CAE-system Solid Edge with a wide range of tools for designing and analysis of new products. Procedure of generative design realization was carried out to determine an optimal geometrical shape of product taking into account specified boundary conditions and load using a CAD/CAE-system Solid Edge. The main goal of generative design is a rational using of source material for a final products manufacturing. When realization of generative design the preliminary analysis of loaded console to refine the values of strength and stiffness took place. Also, with the tool "Generative analysis" the generative analysis for geometrical model was made. As a result was two versions of generative analysis meeting a different requirements of customers. The main tendencies of generative analysis application for designing of a new product with less production and release time were presented.
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Könnö, Juho, Hannu Tienhaara, and Tero Frondelius. "Wärtsilä Digital Design Platform." Rakenteiden Mekaniikka 50, no. 3 (2017): 234–38. http://dx.doi.org/10.23998/rm.64621.

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We present a methodology for systematically using an SPDM platform as the cornerstone of product development. The target is to base product development on clearly defined targets and requirements in different phases of the product development lifecycle. This is achieved by means of a data-centered approach where all data is retained in a digital form in the platform. Instead of reporting, users are provided with different views to the same data. We will demonstrate how a static document-based validation system can be replaced by a common validation data platform. In addition, we aim to base the validation requirements on a reliability analysis workflow.
 In this case, the platform is used not only to handle the simulation data but to encompass the whole product validation scope. To this end, we show how to couple requirements to the simulations and handle all the design decision data together with the simulations and use these to drive the design. In addition, we present ways to replace simulation reports with dynamic dashboards. To complete the loop, we touch the topic of PLM integration as a tool for assuring completeness of validation data in the product lifecycle.
 The motivation for the activity is a dramatic reduction in product development time based on a possibly somewhat longer concept phase but less iterations during the detail design phase. We will also present decision making based on data stored in the platform as well as demonstrate the data-centered approach to validation data. In addition, other benefits such as the re-use of data and simulation workflows along with the automatically handled data management are demonstrated. To conclude, some end user opinions and experiences in adopting a new system will be presented.
 Future developments will include moving also the physical testing data and coupling that with the corresponding simulations and validation requirements.
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10

Huicong, Hu, and Lu Wen-Feng. "Design specification representation for intelligent product appearance design." E3S Web of Conferences 179 (2020): 02004. http://dx.doi.org/10.1051/e3sconf/202017902004.

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Traditional intelligent product design usually focuses on functional design, aiming to generate appropriate structures that would provide required functions. Design specifications are mainly formulized into technical descriptions or values that are related to certain functional or usability requirements. In today’s global market, to in-crease user satisfaction, the appearance design of a product become vital for users to make purchasing decisions. This is particularly true of today’s consumer products such as mobile phones, digital cameras, and other electronic products. In intelligent product appearance design, design specifications are merely described as basic geometric dimensions and types of surface materials. Additionally, the aesthetic considerations and emotional needs of product appearance are seldom discussed when establishing design specifications for product appearance design. In this regard, the objective of this study is to propose a design specification representation framework for intelligent product appearance design considering both emotional and aesthetic aspects. The framework be-gins to investigate user needs by acquiring user aesthetic experience. Based on the notion of aesthetic experience, a detailed representation model of appearance design specifications is provided for satisfying user emotional and aesthetic needs. Finally, a case study of the appearance design of digital cameras is provided to demonstrate the acquisition of user needs and establishment of design specifications based on the proposed framework.
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11

Yang, Qin. "Research on Digital Industrial Design System." Applied Mechanics and Materials 539 (July 2014): 944–47. http://dx.doi.org/10.4028/www.scientific.net/amm.539.944.

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This paper presents innovation design method of product on basis of the typical theory of new product development and research of the process and industrial design in the different phases of the product development function for small and medium enterprises in China's. On this basis, the paper put forward to ensure full participation in industrial design and play the role of segmented flow, determine the objectives and tasks for each stage of development, the personnel involved in the coordination method, steps and related links. In addition, we studied the evaluation system of product development, according to the stage characteristics of new product development process for enterprise, using different evaluation methods, established the overall evaluation system of industrial design process model.
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Martin, Genevieve, Christophe Marty, Robin Bornoff, et al. "Luminaire Digital Design Flow with Multi-Domain Digital Twins of LEDs." Energies 12, no. 12 (2019): 2389. http://dx.doi.org/10.3390/en12122389.

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At present, when designing a Light Emitting Diode (LED) luminaire, different strategies of development are followed depending on the size of the company. Since on LED datasheets there is only limited information provided, companies designing LED luminaires spend a lot of effort gathering the required input of LED details to be able to design reliable products. Small and medium size enterprises (SMEs) do not have the bandwidth to gather such input and solely rely on empirical approaches leading to approximated luminaire designs, while larger companies use advanced hardware and software tools to characterize parts, design versions, and finally optimize all design steps. In both cases, considerable time and money is spent on prototyping, sampling, and laboratory testing. Digitalization of the complete product development (also known as Industry 4.0 approach) at all integration levels of the solid state lighting (SSL) supply chain would provide the remedy for these pains. The Delphi4LED European project aimed at developing multi-domain compact models of LED (for a consistent, combined description of electronic, thermal, and optical properties of LEDs) as digital twins of the physical products to support virtual prototyping during the design of luminaires. This paper provides an overview of the Delphi4LED approach aimed at supporting new, completely digital workflows both for SMEs and larger companies (Majors) along with some comparison with the traditional luminaire design. Two demonstration experiments are described: One to show the achievable benefits of the approach and another one to demonstrate the ease of use and ability to be accommodated in a larger scale product design for assessing design choices like e.g., number and type of LEDs versus electrical/thermal conditions and constraints, in a tool agnostic manner.
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13

Ball, Roger, Haining Wang, and Yan Luximon. "Scan and Print: A Digital Design Method for Wearable Products." Ergonomics in Design: The Quarterly of Human Factors Applications 27, no. 4 (2019): 26–34. http://dx.doi.org/10.1177/1064804619852428.

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Product designers create the beautiful products we use every day from iPhones to eyewear. Every product aspires to mesh seamlessly with the human body. The wearable technology market is increasing the demand for more advanced, better fitting designs. As our technology moves closer to the body, the demand for better-fitted body products increases, and the challenge for designers grows. The scan and print method uses 3D scan technology, CAD design software, and 3D printing to create the next generation of better fitting wearable products with shorter lead-times and improved fit.
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14

Yu, Shu Lan, and Zhi Hui Wu. "Research on Mass Customization Kitchen Cabinet Products Design." Applied Mechanics and Materials 121-126 (October 2011): 1063–67. http://dx.doi.org/10.4028/www.scientific.net/amm.121-126.1063.

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Based on the analysis of customization demands and shortages of the existing kitchen cabinet products, this paper built a kitchen cabinet customization design system architecture, and puts forward that this system can be achieved by three modules of product family model, design process of custom kitchen cabinet and cost estimation of kitchen cabinet products; This paper also studied the establishment of product data model, product customization process and collaborative customized digital design support tools based on modularization and adjustable factor and other key technologies involved in the achievement of kitchen cabinet digital design under a circumstance of mass customization. Finally, this paper also proposed the technology feasibility of developing a digital design prototype system orienting to the domestic kitchen cabinet enterprises.
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15

Lee, Dae-Woo. "Digital Home Network Product Design Process & the Design Proposition." Journal of the Korea Contents Association 9, no. 5 (2009): 118–27. http://dx.doi.org/10.5392/jkca.2009.9.5.118.

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16

Zhang, Feng, and Wei Wei Wang. "Research of Product Virtual Digital Model Design Based on TurnTool." Applied Mechanics and Materials 101-102 (September 2011): 45–49. http://dx.doi.org/10.4028/www.scientific.net/amm.101-102.45.

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The mainstream Web 3D making tools were analyzed in this study. And the main constituents of Turntool software, featured of three-dimensional digital model, were introduced. The adoption of CAD digital model produced in the industrial design process and methods and steps of using Turntool technology to make virtual digital model is analyzed combined with cases to discuss its key technical essentials. By recruiting web publishing technology, Turntool virtual digital model with static pictures were combined to produce brand-new dynamic product rendering, which solves the problem of effective combination of texts and graphics and improves the visual effect of product display.
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17

Choi, Jong-Woon. "Product development for Digital Video Recorder Design Analysis." Journal of the Korea Contents Association 12, no. 12 (2012): 135–45. http://dx.doi.org/10.5392/jkca.2012.12.12.135.

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18

Ramalhete, P. S., A. M. R. Senos, and C. Aguiar. "Digital tools for material selection in product design." Materials & Design (1980-2015) 31, no. 5 (2010): 2275–87. http://dx.doi.org/10.1016/j.matdes.2009.12.013.

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19

Wijnhoven, Fons, and Jeroen Kraaijenbrink. "Product‐oriented design theory for digital information services." Internet Research 18, no. 1 (2008): 93–120. http://dx.doi.org/10.1108/10662240810849612.

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20

최정훈, 조우석, 노형구, 김응수, and 김진호. "Study on the verification of ceamic product design using digital technology - Utilization of digital mock up in ceramic product design -." Journal of Digital Design 13, no. 4 (2013): 749–54. http://dx.doi.org/10.17280/jdd.2013.13.4.073.

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21

Gabrielyan, Tigran O. "INTERACTIVITY OF MODERN COMMUNICATIVE GRAPHIC DESIGN PRODUCTS." Architecton: Proceedings of Higher Education, no. 2(70) (June 29, 2020): 14. http://dx.doi.org/10.47055/1990-4126-2020-2(70)-14.

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The article discusses various types of interactivity in the context of communicative design. Its emergence in the mid-20th century and modern interpretation as a media communicator are considered. The division into printed and electronic (analog and digital) media communications is emphasized. Principal attention is paid to material (printed and graphic) design products: toy books, packaging, posters, and illustrations.
 In general form, interactivity is understood as interaction (action of cooperation) between the individual and the design product. Linear interactivity, reactive interactivity and dialogue interactivity are analyzed. Linear interactivity is regarded as metaphysical interaction between the consumer and the design product. Reactive interactivity allows the consumer to bring to completion the design program as conceived by the author and obtain a finished design product. Dialogue interactivity cannot be implemented in a material design product without its integration with digital algorithmic or intelligent systems.
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Gong, Xiu Duan, Zhou Wen, and Jun Ling Zhang. "Important Components Analysis of Ceramic Rapid Molding Machine." Applied Mechanics and Materials 633-634 (September 2014): 360–63. http://dx.doi.org/10.4028/www.scientific.net/amm.633-634.360.

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The digital design of mechanical products is usually first reference existing parts, drawings, and experience to make original design data and design requirements, according to the design of digital model is set up, after an analysis of the finite element model according to the analysis results contrast design goal to design or structure parameter changes, to the expected design purpose. Analysis of the product is an essential part of product design.
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최정훈, 조우석, 노형구, 최인규, 김응수, and 김진호. "Study on the ceramic product design using digital technology - Focused on the product design of ‘Kyeyoungbae’ -." Journal of Digital Design 13, no. 4 (2013): 541–50. http://dx.doi.org/10.17280/jdd.2013.13.4.053.

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Lin, Than, Tharindu Dayasoma, Vishan A. Ubesiri, and Vinura Wickramaratne. "Ergonomics Product Development of Park Bench in CAD Environment." International Journal of Automation Technology 10, no. 2 (2016): 153–62. http://dx.doi.org/10.20965/ijat.2016.p0153.

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Good ergonomic design is a very important parameter for any product. When designing a human control product, the ergonomics factors should be satisfied to make a product that will not harm the user. Considering that ergonomic factors in the design process are important, this paper presents a design methodology for developing ergonomic products. The ultimate goal of this research is to design and produce a new type of a park bench. A survey has been conducted based on Quality Function Deployment. A 3D-CAD model of the desired park bench was developed from the concept, and various human factor aspects were evaluated in Siemens Jack Ergonomics Software with digital manikins representing anthropometric data to justify the design for users.
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Stef, Ioan Dorian, George Draghici, and Anca Draghici. "Product Design Process Model in the Digital Factory Context." Procedia Technology 9 (2013): 451–62. http://dx.doi.org/10.1016/j.protcy.2013.12.050.

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26

Deng, T. B. "Variable digital filter design using the outer product expansion." IEE Proceedings - Vision, Image, and Signal Processing 141, no. 2 (1994): 123. http://dx.doi.org/10.1049/ip-vis:19941059.

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27

Hwang, Jungah, and Tek-Jin Nam. "Tangible image studio for digital imaging in product design." International Journal on Interactive Design and Manufacturing (IJIDeM) 1, no. 3 (2007): 181–83. http://dx.doi.org/10.1007/s12008-007-0021-5.

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28

Norman, Frederick. "Digital to Analog: Exploring Digital Processes of Making." International Journal of Architectural Computing 3, no. 2 (2005): 191–202. http://dx.doi.org/10.1260/1478077054214398.

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This focus this paper is the translation of a digital information model that defines an object's surface properties and its connection to that which is real or physical. This research, while early in its investigation, seeks to explore architecture and digital design as a material process. The direct connection to output devices such as computer-numerically controlled routers provide a unique opportunity for controlled variation and serial differentiation and seeks to exploit mass customization rather than standardization. Through a series of studies the process from design to machine file to finish product is explored. This connection to digitally driven fabrication equipment creates within the design process an opportunity to realize ones designs both digitally and materially.
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Jones, David Edward, Chris Snider, Lee Kent, and Ben Hicks. "Early Stage Digital Twins for Early Stage Engineering Design." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (2019): 2557–66. http://dx.doi.org/10.1017/dsi.2019.262.

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ABSTRACTWhile extensive modelling - both physical and virtual - is imperative to develop right-first-time products, the parallel use of virtual and physical models gives rise to two interrelated issues: the lack of revision control for physical prototypes; and the need for designers to manually inspect, measure, and interpret modifications to either virtual or physical models, for subsequent update of the other. The Digital Twin paradigm addresses similar problems later in the product life-cycle, and while these digital twins, or the “twinning” process, have shown significant value, there is little work to date on their implementation in the earlier design stages. With large prospective benefits in increased product understanding, performance, and reduced design cycle time and cost, this paper explores the concept of using the Digital Twin in early design, including an introduction to digital twinning, examination of opportunities for and challenges of their implementation, a presentation of the structure of Early Stage Twins, and evaluation via two implementation cases.
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30

Al-Darabse, A. M., E. V. Markova, I. E. Dababne, and A. R. Ahmed. "DEVELOPMENT AND APPLICATION OF TECHNOLOGICAL SOLUTIONS IN DIGITAL PRODUCTION." RUSSIAN ELECTRONIC SCIENTIFIC JOURNAL 38, no. 4 (2020): 36–51. http://dx.doi.org/10.31563/2308-9644-2020-38-4-36-51.

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The analysis of the current situation and prospects for developing additional technologies for IT production presents a new development paradigm, Industry 4.0. In addition to learning the techniques to acquire the product, additional manufacturing processes may require IT development of the model. For multi-layer manufacturing techniques, angle cuts at the edges are used to provide an algorithm for dividing the product into layers of different thickness. Computer design is considered a combination of complex engineering products, complex automation technologies, and engineering product assembly. Considering the use of 5-axis manipulators in the context of complex automatic cutting, the design of the plate and layer cutting process can be used differently with the example of synthesizing complex engineering products.
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Anciferov, S., A. Karachevceva, and L. Sivachenko. "DESIGN AND PRODUCT DESIGN IN CAD/CAM/CAE NX SYSTEM MANAGED BY TEAMCENTER PLM SYSTEM." Technical Aesthetics and Design Research 1, no. 2 (2020): 45–52. http://dx.doi.org/10.34031/2687-0878-2019-1-2-45-52.

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The article discusses a system widely implemented in the designing of equipment for the NX construction industry. Along with this system, a modern automation tool was used. The most common and most used products are Siemens products: PLM-system "Teamcenter". The functionality of this configuration is huge, it includes such applications a "Manager of Structure", "Classifier", "Advanced Studio", "Ray Tracing Studio", etc. For example, it is possible to create a single product structure with various configurations, machine components and assemblies, using the "Structure Manager". This structure allows to simplify the introduction of changes and the development of a digital electronic model. For the final visualization and rendering, the NX system provides a certain set of tools, which includes "Extended Studio" and "Ray Tracing Studio". "Advanced Studio" is an application allowing to get high-quality image, including the effects of materials, textures, lighting, shadows and reflections for the product in the CAD/CAM/CAE NX system. "Ray Tracing Studio" allows to get the rendering of the future product. In the Ray Tracing Studio editor, it is possible to configure such parameters as dynamic tracing setting, real-time ray tracing setting, display static high-quality tracing setting, and general display settings. Creation of a product in this system can be considered by the example of a digital electronic model of a roller support.
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Sreeram Reddy, G., V. V. Satyanarayana, M. Manzoor Hussian, and J. Jagadesh Kumar. "Response prediction of reverse engineered free form surface by design of experiments." Journal of Mechanical Engineering and Sciences 12, no. 4 (2018): 4231–42. http://dx.doi.org/10.15282/jmes.12.4.2018.18.0364.

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Reverse engineering is a new technique employed in product design wherein original drawings or pertinent technical data are not available. Reverse engineering technology acquires the conceptual designs from the existing products and consequently creates digital product models. In the product design these digital products are employed with optimization principles. The investigation in this paper encompasses 3-D reconstruction of products by the reverse engineering technique and consequently identifying the deviations between the original product and the reverse engineered model. Design of experiments is a systematic study in the consideration of the governing parameters and there by arriving at the optimization stage. In this investigation response surface methodology method is employed by taking the input parameters viz noise level, smoothing level and triangle count %; and there by identified the responses namely deviation and curvature deviation occurred from the existing physical model. The deviations and curvature deviations are in the range 0.0266 to 0.0621 mm and 0.543 (54.3%) to 0.645 (64.5%) respectively which indicate that the reverse engineered freeform surface is not exhibiting significant difference when compared to the original CAD model. Response surface contours are constructed for determining the optimum process conditions.
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Kim, Yong Se. "DIGITAL TRANSFORMATION TYPES FOR PRODUCT-SERVICE SYSTEMS." Proceedings of the Design Society 1 (July 27, 2021): 1283–92. http://dx.doi.org/10.1017/pds.2021.128.

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AbstractDigital transformation has become a mega trend topic for many enterprises globally. For some companies, customer interactions have been digitalized. But many companies still rely on physical interactions of customers with their products in the core value creation processes. Thus the key challenges for digital transformation efforts would be associating product-centered value propositions with digitalized services. In other words, the transformation of product-centered values into experience values co-created by customers with services supporting customers. The research goal of this paper is to identify different strategies for digital transformation in product-service systems (PSS) design so that diverse paths for digital transformation can be considered in designing PSSs. Three types for digital transformation strategies have been identified from PSS design cases conducted in a manufacturing servitization support framework project where PSSs have been designed for 15 manufacturing companies including SMEs and large companies with varying levels of digital technology. A classification for digital transformation strategies could be postulated with three primary dimensions and two supplementary dimensions.
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Laptev, G. D., and D. K. Shaytan. "Product Management: Managing Product Development in the Era of Digital Transformation." Management Science 8, no. 4 (2019): 67–76. http://dx.doi.org/10.26794/2304-022x-2018-8-4-67-76.

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A high percentage of failures of new products is considerably associated with management issues at the initial, with a large amount of uncertainty, stage of product development. Taking into account the fact that the characteristics and functionality of the future product are determined exactly at the initial stage, the management of the process here is of decisive importance. In the digital transformation process, companies rethink the product development management process and, correspondingly, the competence model of product managers. The purpose of the paper is to identify the key competencies (qualities, personal characteristics and abilities allowing to carry out professional activity key tasks) of the digital era product managers, as well as testing the design and project approaches in developing their competencies. Getting primary information about the main professional tasks was provided through in-depth interviews with successful product managers from the following industries: internet and telecommunications, software, pharma and finance. Two typical profiles/types of product managers were identified and called «technologically-oriented» and «business-oriented». As a result of the empirical research the key universal competencies of product managers to manage innovative products development effectively have been revealed. The partial overlap with the competences of innovation entrepreneurs, identified earlier, was discovered. for the development of key competencies, the innovation training program was developed and tested. The statistical analysis results showed that project based learning in combination with design thinking, Lean Startup & Customer Development, as well as modern digital rapid prototyping technique application, provide positive dynamics in the development of revealed key competencies for beginning product managers.
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Jiang, Xian Feng, and Jun Yuan Li. "Research on the Digital Industrial Design System Integrated with Product Data Management System." Advanced Materials Research 102-104 (March 2010): 106–10. http://dx.doi.org/10.4028/www.scientific.net/amr.102-104.106.

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Digital industrial design system combines the digital technology and industrial design process,and integrates the sub-systems of digital modeling, digital assemble, digital evaluation, digital manufacture, and digital information exchange. In order to let the industrial design work process and the design data flowing fluently around such sub-systems, Product Data Management (PDM) system is introduced here as the basic integration platform of the sub-systems to let the design process flow and design data flow working well. The product digital industrial design platform basic functions and its system structure is analyzed, and a general model and function frame of product data management system oriented to digital industrial design is presented in this paper to solve its characteristic data composition, integrative method of application software and industrial design flow in the process of the digital industrial design. Results about the working process integrative model, control process model, product class definition model, and the logical structure of the digital industrial design platform with the PDM system are also established. An application results for certain product development show that such digital industry design system can make the helps for the design work efficiency and the follow-up engineering design accuracy.
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Yang, Hsiao-Fang, and Heng-Li Yang. "Development of a self-design system for greeting cards on the basis of interactive evolutionary computation." Kybernetes 45, no. 3 (2016): 521–35. http://dx.doi.org/10.1108/k-07-2015-0178.

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Purpose – User-centered product designs have been attracting increasing attention, particularly in digital design. In interacting with the design support system, designers may face problems such as changing demands (e.g. unclear demands) and insufficient descriptions of these demands (e.g. data scarcity). The purpose of this paper is to build a design support system prototype for demonstrating the feasibility of meeting the high involvement of users in digital products. Design/methodology/approach – Interactive evolutionary computation is applied. Findings – A prototype of self-design greeting card system (SDGCS) was proposed. It provides professional design layouts, offers users numerous self-design models, and allows nonprofessional users to easily design greeting cards. The results of this study show that users were satisfied with the functionality, usefulness, and ease-of-use of the SDGCS. Research limitations/implications – This study used digital card design as an example for demonstrating the feasibility of satisfying the unclear needs of uses, enabling users to design a digital card creatively and complete their designs quickly. However, the current system only supports the design of static objects and layout of card. And the evaluation sample size was small, which might affect generalizability of the findings. Practical implications – In practice, greeting card web operators can image the feasible business models by providing the attraction of self-design functionalities. Originality/value – In current human-centric marketing era, consumers have begun to request interaction with designers in creating the value of a product. However, very few previous studies have provided support for digital product self-design. This study demonstrated the feasibility of satisfying the needs of self-design.
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Jing, Shi Kai, Guo Hua Song, Ji Hong Liu, Jing Tao Zhou, and He Zhang. "A Review of Product Design for Additive Manufacturing." Applied Mechanics and Materials 635-637 (September 2014): 97–100. http://dx.doi.org/10.4028/www.scientific.net/amm.635-637.97.

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Additive Manufacturing (AM) is the digital manufacturing technology by which products are fabricated directly from computer models by selectively curing, depositing or consolidating materials in successive layers. The technology has provided an opportunity to rethink the methods of product design to maximize the product performance through the synthesis of material compositions, structure, and sizes. This overview is created to relate the unique capabilities of AM technologies and discuss the methods of product design. Finally, the current problems and difficulties in this field are discussed in this paper, and this paper proposes the development direction of the product design for additive manufacturing in the future.
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Stewart, Kristin, Matt Kammer-Kerwick, Allison Auchter, Hyeseung Elizabeth Koh, Mary Elizabeth Dunn, and Isabella Cunningham. "Examining digital video advertising (DVA) effectiveness." European Journal of Marketing 53, no. 11 (2019): 2451–79. http://dx.doi.org/10.1108/ejm-11-2016-0619.

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Purpose Marketers are increasing their use of digital strategies and prioritizing digital tactics, although the effectiveness digital video advertising (DVA) has not been examined empirically. The purpose of this research is to suggest that it is useful for advertisers to consider theories of the past to understand the link between product, advertising format and message processing. Design/methodology/approach To examine DVA effectiveness, this study utilized a 2-product type (utilitarian vs hedonic) × 2-product involvement (low vs high) x 2-platform (laptop vs mobile) mixed-design. Participants were recruited from a research company, who invited members of their panel to participate in an online experiment. Findings DVA for hedonic products resulted in stronger attitudes toward the ad and brand, and intentions to purchase. DVA for low involvement products resulted in stronger purchase intentions and likelihood to opt-in for more information. Moreover, there was an interaction between product category and involvement across all five measures of DVA effectiveness. Research limitations/implications Like TV commercials, DVA is more effective when used with low involvement, hedonic products than with high involvement, utilitarian products. Additionally, the device on which the advertisement is viewed impacts the effectiveness of DVA. Practical implications Companies promoting high-involvement utilitarian products may consider alternative advertising strategies (e.g. MDAs, apps, websites and advergames), as DVA may not be the most effective ad format. Originality/value As technology continues to develop and marketers continue to pursue growing numbers of consumers through digital means and on mobile devices, understanding how device type influences advertising effectiveness is important for media strategy, message placement and marketing metrics. This research takes one step in that direction.
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Park, Min Ki, Kyu Je Lim, Myoung Kook Seo, Soon Jong Jung, and Kwan H. Lee. "Spatial augmented reality for product appearance design evaluation." Journal of Computational Design and Engineering 2, no. 1 (2014): 38–46. http://dx.doi.org/10.1016/j.jcde.2014.11.004.

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Abstract Augmented reality based on projection, called “Spatial Augmented Reality (SAR)”, is a new technology that can produce immersive contents by overlapping virtuality and real-world environment. It has been paid attention as the next generation digital contents in media art and human–computer interaction (HCI). In this paper, we present a new methodology to evaluate the product appearance design more intuitively by means of SAR technique. The proposed method first projects the high-quality rendered image considering the optical property of materials onto the mock-up of a product. We also conduct a projector-camera calibration to compensate a color distortion according to a projector, a projection surface and environment lighting. The design evaluation methodology we propose offers more flexible and intuitive evaluation environment to a designer and user (evaluator) than previous methods that are performed via a digital display. At the end of this research, we have conducted a case study for designing and evaluating appearance design of an automobile.
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Zhou, Jiu, Li Na Duan, and Bing Fen Luo. "Design Principle and Method of Digital Multicolored Warp Jacquard Fabric." Advanced Materials Research 941-944 (June 2014): 1331–35. http://dx.doi.org/10.4028/www.scientific.net/amr.941-944.1331.

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“Digital Textile” is the product of combining computer technology and textile technology, and jacquard fabric has been the representative product of advanced textile technology. The multicolored warp jacquard fabric is one of the typical jacquard fabrics. This paper presents standardized design principle and method of digital multicolored warp jacquard fabric based on digital design technology, provides guidelines for setting up digital color model and digital database of fabric weave. And then, the practical research of “digital multicolored warp jacquard fabric” is carried out based on the application of digital design technology and digital production technology. Through improving traditional multicolored warp jacquard fabric and on base of digital design principles, the proposal of standardized design method will greatly increase the development efficiency and added value of such kind of product.
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Naderi, Ehsan, Iman Naderi, and Bimal Balakrishnan. "Product design matters, but is it enough? Consumers’ responses to product design and environment congruence." Journal of Product & Brand Management 29, no. 7 (2020): 939–54. http://dx.doi.org/10.1108/jpbm-08-2018-1975.

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Purpose This study aims to investigate the combined effects of product design and environment congruence on consumers’ aesthetic, affective and behavioral responses. Design/methodology/approach Two lab experiments with a 2 (high-level design cues vs low-level design cues) × 2 (congruent environment vs non-congruent environment) between-subjects design were conducted to test the hypotheses. The experimental stimuli (product: digital camera; environment: product display in a retail environment) were presented in a 3D simulation environment using a large TV (Experiment 1) and a stereoscopic virtual reality headset. Findings The results support the notion that product design cues elicit more positive aesthetic and affective responses. Environment congruence, on the other hand, plays a moderating role; product design cues elicit more favorable consumer responses in a congruent environment. In contrast, no such effect was found in a non-congruent environment. Practical implications Creating a congruent environment is only effective for well-designed products. In contrast, for products with low-level design elements, the congruence of promotional environment is not instrumental and may not elicit more favorable responses. Hence, such products can simply be presented in a generic display, especially considering the significant costs associated with designing, building and setting up a congruent display. Originality/value Despite the empirical findings supporting the significant role of product design and environment congruence on consumers’ perceptual and behavioral responses, there is a paucity of research on the combined effect of these two factors. The present investigation is an attempt to fill this gap and challenges the generalizations made in previous research suggesting that a product’s environment must be aligned with the design elements embedded in the product.
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Jing, Zhang, and Yin Jiayi. "Based on the digital technology of smoked painting cultural creation product design." E3S Web of Conferences 236 (2021): 05020. http://dx.doi.org/10.1051/e3sconf/202123605020.

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Under the product design in the digital information age is no longer a common product design, digital technology has a wide range of areas, is composed of a variety of technology, by referencing the digital technology in the design of the product to solve the current existing problems and solutions. Through the understanding of the current situation, color analysis, image extraction of these three artistic processing design this design contains more designers to understand the deep step of our era, the design focuses on modern people psychological needs and the moral of the product. Gradually integrate product design art and digital technology into people's life, making it a key factor to promote the development of digital art technology.
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Suherman, Mareta Ramadhanis. "THE BENEFIT OF USING SMART MANUFACTURING WITH ANALYSIS OF DIGITAL PRODUCT DEVELOPMENT: A REVIEW." Journal of Mechanical Science and Engineering 7, no. 1 (2020): 013–17. http://dx.doi.org/10.36706/jmse.v7i1.36.

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Application product development and manufacturing using computer-aided technologies and what has already been implemented successfully in some segments of large-scale industry and suppliers. This study aimed to established a general understanding of the development of digital product development and manufacturing. The method of this study is a review of smart manufacturability analysis for digital product development. This study described product development is supported by CAD CAM and CAE programs from design and development with Cloud-Based Design with Manufacturing (CBDM). The results from this journal review are to know the factors that influence the results of 3D printing and how to fix these problems. The problem is by using cloud base there are still problems when translating digital forms into physical forms in the form of STL. or obj in this case using FDM (Fused Deposition Modeling). can be improved by using 3D SLA printer technology because SLA (Stereolithography) can produce good print results and complicated designs
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Michniewicz, J., D. Leiber, F. Riedl, et al. "Automatisierte digitale Anlagenplanung*/Automated digital facility design - Method for automated assembly line planning." wt Werkstattstechnik online 107, no. 09 (2017): 582–89. http://dx.doi.org/10.37544/1436-4980-2017-09-20.

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In der Produktion technischer Erzeugnisse sind Montageanlagen heute weit verbreitet. Durch immer kürzer werdende Produktlebenszyklen und die zunehmende Variantenvielfalt steigt auch die Zahl der durchzuführenden Anlagen(um)planungen. Vorgestellt wird ein Konzept, um automatisiert Entwürfe für Montageanlagen zu generieren. Auswahl und Anordnung der benötigten Betriebsmittel erfolgen dabei ausgehend von einem digitalen Modell des Produktes sowie einer Bibliothek verfügbarer Ressourcen. Die getroffenen Planungsentscheidungen werden simulativ abgesichert und heuristisch optimiert.   Nowadays, assembly lines are widely used for the production of goods. Due to shorter life cycles and increasing variance of products to be manufactured, assembly systems have to be (re)configured more frequently. This paper presents a concept to automatically generate drafts of complete assembly lines. Basis for the planning approach is a library of available resources and a digital product model. An algorithm selects, combines and arranges suitable resources. The planning decisions are heuristically optimized and verified by simulation.
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45

Antikainen, Mikko. "Differences in Immaterial Details: Dimensional Conversion and Its Implications for Protecting Digital Designs Under EU Design Law." IIC - International Review of Intellectual Property and Competition Law 52, no. 2 (2021): 137–68. http://dx.doi.org/10.1007/s40319-020-01010-0.

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AbstractThe paper considers three main questions: the legal status of digital designs from the perspective of EU design law, whether the protection is tied to the reproduction of physical products, and whether the scope of protection covers dimensional conversion such as using a 3D design in 2D form or vice versa. There are two sets of views regarding dimensional conversion: the “abstract” and the “concrete” view. These two different attitudes towards the scope of protection influence the manner in which the protectability of digital designs is assessed. In the “abstract” protection, it would not matter whether a product only exists as a digital image and not as a physical shape. In the “concrete” view, the protection of digital designs is more problematic, as the scope of protection is often tied to the reproduction of an actual physical product. The paper argues that, under CJEU jurisprudence and EUIPO practice, most of the open questions regarding the protection of digital designs and dimensional conversion can be considered as solved. The CJEU has chosen “abstract” protection over “concrete”, thus broadening the scope of protection at the EU level. This means that the digital use of non-digital designs can now be seen as infringing. As a consequence, in the future, right holders should put more care into evaluating the limitations and exceptions. The paper points this out with regard to the issues that are of relevance for the gaming industry, as this is where the use of digital designs is most versatile and relevant.
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Li, Hongni. "Visual Communication Design of Digital Media in Digital Advertising." Journal of Contemporary Educational Research 5, no. 7 (2021): 36–39. http://dx.doi.org/10.26689/jcer.v5i7.2312.

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With the continuous development of modern science and technology, great changes have taken place in the advertising media industry where the traditional form of advertising has gradually changed into digital ones. Compared with the traditional advertising, digital advertising has more flexibility and has a variety of forms in its advertising creation according to product itself. In addition, visual communication design plays a critical role where it is an important way to improve digital advertising. Therefore, it is necessary to optimize visual communication design in order to improve the quality of digital advertising. In this way, this article carries out an in-depth research and analysis on the visual communication design of digital media in digital advertising and put forward some reasonable suggestions and measures, aiming to further promote the development of China’s advertising media industry.
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Hardiyansyah, Adi, Aris Doyan, Susilawati Susilawati, A. Wahab Jufri, and Jamaluddin Jamaluddin. "Analysis of Validation Development of Learning Media of Microscope Digital Portable Auto Design to Improve Student Creativity and Problem-Solving Ability." Jurnal Penelitian Pendidikan IPA 5, no. 2 (2019): 228. http://dx.doi.org/10.29303/jppipa.v5i2.273.

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Abstract: This study aims to produce a valid product in the form of learning media of a microscope digital portable auto design, using the Dick and Carey development model. Media portable digital microscope learning auto design was developed to enhance the scientific creativity and problem-solving abilities of students in light material and optical devices. However, at this writing focused on the process of validation testing through validation tests on the development of learning media. The final result of this research is to produce a learning media development product in the form of a valid portable digital design microscope. Based on the results of the validation test by 3 material experts and the validity media, the media were at an average of 97.78% with very good criteria. Keywords: Learning Media; Microscope Digital Portable; Problem-Solving
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Liu, Gang, Rongjun Man, and Yanyan Wang. "A Data Management Approach Based on Product Morphology in Product Lifecycle Management." Processes 9, no. 7 (2021): 1235. http://dx.doi.org/10.3390/pr9071235.

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In the product life cycle from conception to retirement, there are three forms: conceptual products, digital products and physical products. The carriers of conceptual products are requirements, functions and abstract structures, and data management focuses on the mapping of requirements, functions, and structures. The carrier of digital products is digital files such as drawings and models, and the focus of data management is the design evolution of product. Physical products are physical entities, and their attributes and states will change over time. Existing data model research often focuses on one or two forms, and it is even impossible to integrate three forms of data into one system. So, a new data management method based on product form is presented. According to the characteristics of the three product form data, a conceptual product data model, a digital product data model, and a physical product data model are established to manage the three forms of data, respectively, and use global object mapping to integrate them into a unified data model. The conceptual product data model has a single data model for a single business stage. The digital product data model uses the core data model as the single data source, and uses one stage rule filter to add constraints to the core data model for each business stage. The physical product data model uses the core data model to manage the public data of the physical phase, and the phase private data model focuses on the private data of each business phase. Finally, a case of Multi-Purpose Container Vessel is studied to verify the feasibility of the method. This paper proposes three product forms of product data management and a unified data management model covering the three product forms, which provides a new method for product life cycle data.
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Chen, Qing, and Liang Li. "Digital Design and Implementation Based on MBD." Advanced Materials Research 753-755 (August 2013): 1328–32. http://dx.doi.org/10.4028/www.scientific.net/amr.753-755.1328.

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Model based definition (MBD) is the new trend of CAD technology development. Concerning with current situation of manufacturing industry of our country, the solution of model based digital design and assembling is presented and key issues of its implementation. It enhances design efficiency and product manufacturability.
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Uhlenbrock, Lukas, Christoph Jensch, Martin Tegtmeier, and Jochen Strube. "Digital Twin for Extraction Process Design and Operation." Processes 8, no. 7 (2020): 866. http://dx.doi.org/10.3390/pr8070866.

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Traditional extraction processes of natural product are widespread, especially in regulated industries. Possibilities of extraction development and manufacturing optimization in regulated industries is limited. Regulatory approvals are often based on traditional preparations of phyto-pharmaceuticals. The dependence on traditional processes can result in sub-optimal extraction parameters causing unnecessary costs and product variability. Innovative methods like Quality-by-Design (QbD), including process analytical technology (PAT), open opportunities for manufacturers to cope with regulatory demanded, narrow batch-to-batch variability. In addition, such validated process models represent perfect digital twins which could be utilized for advanced process control and life cycle analysis.
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