产品设计中英文文献
中文译文产品设计,语义和情绪反应摘要本文探讨了人体工程学理论与语义和情感容的设计问题。
其目的是要找到以下问题的答案:如何设计产品引发人心中的幸福;怎样的产品属性能够帮助你们沟通积极的情绪,最后,如何通过产品唤起某种情绪。
换言之,这是对“意义”——可以成为一个产品,旨在与用户在情感层面上进行“沟通”的调查。
1、介绍当代生活是促进社会和技术变革的代名词。
同样,产品设计通过材料技术,生产技术,信息处理技术等工序的发展而正在迅速转变。
在技术方面正在发生变化的速度和规模超出任何期望。
数字革命的对象是逐步转向与我们互动成更小,更聪明的黑盒子,使我们很难理解这一机制或工作方法(博尔茨2000年)。
因此,在设计时比以前不同的框架,参照社会变革,资源和能源节约,新出现的环境问题,以及客户导向的趋势(大平1995年,琼斯1997年)。
因此,无论是通过广告和营销推动战略,或潮流,时尚和社会活动,从消费产品的用户的期望也已改变。
功能性,吸引力,易于被使用中,可负担性,可回收性和安全性,预计所有已经存在于一个产品属性。
用户希望有更多的日常用品。
最近设计的趋势表明了用户对激励对象的倾向,提高他们的生活,帮助触发情绪,甚至唤起梦想(詹森1999年,阿莱西2000年)。
詹森预计,梦会快到了,下面的数据为基础的社会,所谓的信息社会(1999年)。
他还说,作为信息和智力正成为电脑和高科技,社会领域将放在一个人的能力还没有被自动然而新的价值:情绪。
功能是越来越多的产品中理所当然的,同时用户也可以实现在寻找一个完全不同的欣赏水平。
想象,神话和仪式(即情感的语言)会对我们的行为产生影响,从我们的购买决定,我们与他人(詹森1999年)的沟通。
此外,哈立德(2001:196)指出这是决定购买,可瞬间的,因此客户的需求可以被创建,速度非常快,而其他需要长期建立了'。
因此,情感和'影响'一般,都收到了最后一个(Velásquez1998)几年越来越多的关注。
'影响'是指消费者的心理反应产品的符号学的容。
情绪和影响途径,可以研究在许多不同的层次,都提供不同的见解。
正如Velásquez指出,一些模型已经被提出来的领域和多种环境。
一些例子,他给包括情绪来创建逼真的品质和性格(贝茨1994年,克莱恩和布隆伯格1999年,埃利奥特1992年,赖利1996)系统合成剂,大约在叙事情感(艾略特等人在Velásquez1998年)。
原因,在情绪处理系统,依靠调解社会互动(Breazeal 在Velásquez1998年),该模型和体系结构,行为和学习情绪的影响(Cañmero1997年,北野1994年,与自我萨尔瓦多,纳塞尔等人在Velásquez1998年。
)。
不同的做法不同领域工作的最好的,并决定按照一方或另一方在很大程度上取决于具体目标和这些模型的目的。
设计导演的情感容可以被看作是当前的设计实践,研究和教育的核心认为。
正如保罗Hekkert(2002年),在设计与情感协会主席说:“它不再是足够的,设计良好的产品或服务,我们都希望设计经验,并产生愉悦或兴奋的感觉。
““...但什么我们能真正了解这些经验和产品的能力,唤起的情绪?可以情感互动设计,如何设计和工业处理这个新的设计模式?“这项研究的目的是揭示在设计产品符号学性质的情绪反应,以及有关的方案,探讨影响产品设计之间的关系和人类的经验。
2、在物理和认知水平的产品语意产品语意的开发和引进了Krippendorff和奶油(1984年:在莱利2001年),被看作是人为的形状象征性的特质研究其使用认知和社会背景,定义。
因此,根据这个定义,产品语意关注的是用户与产品的一方面,而且对象的重要性,另一方面对业务和承担社会环境的关系。
有意或无意,使所有出厂产品通过形状,形态,颜色,纹理等,他们与用户沟通,从来没有中立的声明容相关。
人们普遍认识到,可视化是重要的,当涉及到评估的外观,功能,生产的可行性,产品语意,人体工程学和(约翰森2000年)社会因素方面的一个产品的可行性。
不管设计师如何使用颜色,形状,形式,并在设计产品的质地,是通过发送通过一个产品结构的一部分,语言与意义,所谓的语义处理。
这意味着,设计师和ergonomists不仅要知道什么样的信息(),他们希望传递和反应排序(县),可以预期从正在接收用户,而且形成的符号和属性的语言。
一个产品告诉我们,一些本身和在某些情况下,还对人类生命,谁拥有它。
通过它的设计和功能,产品表现值,其重要性和价值的个人然后解释有一定的关系在接受或拒绝等方面的社会背景下,喜欢或不喜欢。
然而,该产品可以通过加强其语意容和表达,这其中一个或削弱创造积极或消极的看法,情感,价值观以及在个人(Wikström 1996)协会的方式这个角色。
我们遇到的产品有不同的功能,例如技术,实用和语义。
莫诺(在Wikström 1996)定义了四种产品的语义功能:•来形容- 产品形态描述的事实(例如它的目的=定义的任务),使用方式,处理。
•为了表达- 产品形态,表达了产品的价值和品质。
•要信号- 产品形态敦促用户在一个特定的方式作出反应,例如要小心,要在他/她的工作精度。
•确定- 确定产品的形态(如目的=建立的相似性),来源,性质和产品领域(与系统,家庭,产品种类等,以及各部分的功能和位置连接)。
语义功能提供了可能性与沟通,通过一个明确的信息产品的设计师。
这意味着设计师必须明确向他/她什么,什么应该不应该通过产品(Wikström 1996)沟通。
黄油(Krippendorff和黄油1984:4),谁第一个提出了短语产品语义学',声称设计师和ergonomists一个对如何使用设计功能可以'神秘化复杂的技术,提高工件之间的相互作用的认识和他们的用户和自我表达,提高的机会。
据Wikström(1996年),语义功能应该使产品的理解。
无论是整个产品的各个部分,并应传达预期的信息,让用户知道产品应如何处理看它而已。
例如,一个滚花旋钮说'把我';一个按钮的设计可以说'按我',就像是杰克平面的形式,邀请特定的手柄;茶壶或瓷壶,上面写着'抱着我这里,我会为你倒',一个椅子轻轻欢迎您轻松的姿势;形状或形式,表示'我朝这个方向'或'我进入那你身体的一部分适合。
用户的反应是什么东西,以及如何处理这事应该是一种有效和直接的(语义)的程度,产品的设计是自我指导的迹象。
复杂的产品需要一本手册,但简单的产品应该是自我指导。
在那些图片,标签或说明适用于简单的事情,需要的时候,箭头或标签,以区别于推拉;设计师都未能通过沟通的对象(诺曼1988年)的形式。
然而,可理解性的要不相同的背景。
在某些情况下,如Wikström(1996)提到,该产品甚至是不可理解应该有一定的用户群,例如医药瓶,医药柜,儿童,以防止他们访问这些。
在公共让人误解,但是,信息产品应进行自我指导。
用户组集中在这里应该能够识别产品的用途,能使用它,并积极地使用,而无需额外的信息(如手册,文字)需要它。
正在设计,在美国最重要的趋势之一,产品语意是一种方法,开发一个产品的视觉语汇,以便使它们成为主要的视觉线索(有时触觉和听觉),这成为可立即识别工具集设计人员沟通,通过他们的产品,帮助反映功能及相关文化协会(Zaccai1990年)。
换句话说,产品语意是试图找出适当的视觉,触觉和听觉信息,并将其纳入产品设计中。
了解人们如何融入陌生的产品是至关重要的语义在工业设计(格里芬1999年)的应用。
它结合了诸如艺术,人体工程学,符号学,通讯,逻辑,哲学和心理学的各种学科。
当产品语义应用得当,产品可以更情感和精神上的用户,雄辩和形状或细节表现让他们作出与客观对象的情感联系,否则,舒适。
这些成为直观的产品,用户都知道它是如何工作以及它没有说明一样。
两个诺曼(1988年)的基本原则,以协助建设一个心理模型的产品用户第一,提供了一个很好的概念模型,二,取得重要特征明显作为传播者。
3、Products和反射的意义格林里芬(1999年),解释和解码,不熟悉产品的语义容的过程涉及到两个不同的反应。
第一个基于知识和对社会和文化背景有关,而第二个反应是情绪化。
意义被解释的基础上,从以往的经验得出的关联。
此外,情绪是密切相关的人的心理。
如果我们看一个简单的这些因素,激活情感心理的定义,我们可以看到,情绪不受情况或事件,而是由我们的思想,信念,价值观和有关的情况或事件的态度引起的。
的情绪反应是不是自动响应一个对象,事情,或一种情况。
这是一个自动回复(在我们的大脑深处)到我们的情况或对象关联的想法。
4、幸福和乐在产品使用为了消遣,快乐和快乐的一些一般定义可以给予如下:•快感:在愉快的情绪伴随着期望,收购或管有或需要的好东西。
相关词幸福,幸福,快乐和激情。
•幸福:一个幸福美满的状态。
•乐趣:一个愉快或满足的经验;的福祉,成功引起的情感,或由一个藏有什么愿望的前景。
四个不同的类别,产品的使用乐趣,约旦给予(1997):1、生理愉悦- 与接触,手持产品。
2、社会的乐趣- 与社会关系和通讯产品启用。
3、心理愉悦- 产品时获得帮助用户建立一个任务。
4、IDEO公司,快乐- 相关的值,一个代表产品,其使用或支持。
满意是一个属性的可用性尼尔森的定义(1993年),是多么惬意的相关产品使用。
可用性和功能性是无可否认的产品非常重要的属性,但不是他们自己的快乐和传达足够的幸福'给用户。
事实证明,积极的情绪有重要作用,例如在决策,激励和社会互动(DeCatanzaro 1999年,艾辛河1993年,马卡拉1999)基于任务的活动所需。
越来越多的功能是在产品批准(商品)采取和用户的东西多看。
5、情绪反应或影响系统方案在情感反应系统,在固有的心理结构,价值观念和程序,承担相似的,其中神经系统之间的相互作用涉及杏仁核,海马,前额叶皮质和被认为有调解情绪,比如分配方面的一些基础情绪价不同的刺激,活化的情绪行为和情感学习(达马西奥1994年,勒社1996年,Panksepp 1995年,在Velásquez,1998)。
工作从不同的理论家(埃克曼1992年,约翰逊莱尔德和奥特利1992年,Panksepp 1998年)和随后的设计标准上的一个以前的研究基础,以良好的设计与评估获奖产品(Demirbilek和公园2001年),六个不同类型的影响方案涉及'快乐的感受,喜悦,或唤起梦想已经确定了这样如下:感官,乐趣,可爱,熟悉,转喻和颜色。
工业产品设计外文翻译参考文献
工业产品设计外文翻译参考文献工业产品设计外文翻译参考文献(文档含中英文对照即英文原文和中文翻译)Design Without DesignersI will always remember my first introduction to the power of good product design.I was newly arrived at Apple, still learning the ways of business, when I was visited by a member of Apple's Industrial Design team. He showed me a foam mockup of a proposed product. "Wow," I said, "I want one! What is it?"That experience brought home the power of design: I was excited and enthusiastic even before I knew what it was. This type of visceral "wow" response requires creative designers. It is subjective, personal. Uh oh, this is not what engineers like to hear. If you can't put a number to it, it's not important. As a result, there is a trend to eliminate designers. Who needs them when we can simply test our way to success? The excitement of powerful, captivating design is defined as irrelevant. Worse, the nature of design is in danger.Don't believe me? Consider Google. In a well-publicized move, a senior designer at Google recently quit, stating that Google had no interest in or understanding of design. Google, it seems, relies primarily upon test results, not human skill or judgment. Want to know whether a design is effective? Try it out. Google can quickly submit samples to millions of people in well-controlled trials, pitting one design against another, selecting the winner based upon number of clicks, or sales, or whatever objective measure they wish. Which color of blue is best? Test. Item placement? T est. Web page layout? Test.This procedure is hardly unique to Google. /doc/f51636438.html, has long followed this practice. Years ago I was proudly informed that they no longer have debates about which design is best: they simply test them and use the data to decide. And this, of course, is the approach used by the human-centered iterative design approach: prototype, test, revise.Is this the future of design? Certainly there are many who believe so. This is a hot topic on the talk and seminar circuit. After all, the proponents ask reasonably, who could object to making decisions based upon data?Two Types of Innovation: Incremental Improvements and New ConceptsIn design—and almost all innovation, for that matter—there are at least two distinct forms. One is incremental improvement. In the manufacturing of products, companies assume that unit costs will continually decrease through continual, incremental improvements. A steady chain of incremental innovation enhances operations, the sourcing of parts and supply-chain management. The product design is continually tinkered with, adjusting the interface, adding new features, changing small things here and there. New products are announced yearly that are simply small modifications to the existing platform by a different constellation of features. Sometimes features are removed to enable a new, low-cost line. Sometimes features are enhanced or added. In incremental improvement, the basic platform is unchanged. Incremental design and innovation is less glamorous than the development of new concepts and ideas, but it is both far more frequent and far more important. Most of these innovations are small, but most are quite successful. This iswhat companies call "their cash cow": a product line that requires very little new development cost while being profitable year after year.The second form of design is what is generally taught in design, engineering and MBA courses on "breakthrough product innovation." Here is where new concepts get invented, new products defined, and new businesses formed. This is the fun part of innovation. As a result, it is the arena that most designers and inventors wish to inhabit. But the risks are great: most new innovations fail. Successful innovations can take decades to become accepted. As a result, the people who create the innovation are not necessarily the people who profit from it.In my Apple example, the designers were devising a new conception. In the case of Google and Amazon, the companies are practicing incremental enhancement. They are two different activities. Note that the Apple product, like most new innovations, failed. Why? I return to this example later.Both forms of innovation are necessary. The fight over data-driven design is misleading in that it uses the power of one method to deny the importance of the second. Data-driven design through testing is indeed effective at improving existing products. But where did the idea for the product come from in the first place? From someone's creative mind. Testing is effective at enhancing an idea, but creative designers and inventors are required to come up with the idea.Why Testing Is Both Essential and IncompleteData-driven design is "hill-climbing," a well-known algorithm for optimization. Imagine standing in the dark in an unknown, hilly terrain. How do you get to the top of the hill when you can't see? Test the immediate surroundings to determine whichdirection goes up the most steeply and take a step that way. Repeat until every direction leads to a lower level.But what if the terrain has many hills? How would you know whether you are on the highest? Answer: you can't know. This is called the "local maximum" problem: you can't tell if you are on highest hill (a global maximum) or just at the top of a small one.When a computer does hill climbing on a mathematical space, it tries to avoid the problem of local maxima by initiating climbs from numerous, different parts of the space being explored, selecting the highest of the separate attempts. This doesn't guarantee the very highest peak, but it can avoid being stuck on a low-ranking one. This strategy is seldom available to a designer: it is difficult enough to come up with a single starting point, let alone multiple, different ones. So, refinement through testing in the world of design is usually only capable of reaching the local maximum. Is there a far better solution (that is, is there a different hill which yields far superior results)? Testing will never tell us.Here is where creative people come in. Breakthroughs occur when a person restructures the problem, thereby recognizing that one is exploring the wrong space. This is the creative side of design and invention. Incremental enhancements will not get us there.Barriers to Great InnovationDramatic new innovation has some fundamental characteristics that make it inappropriate for judgment through testing. People resist novelty. Behavior tends to be conservative. New technologies and new methods of doing things usually take decades to be accepted - sometimes multiple decades. But the testing methods allassume that one can make a change, try it out, and immediately determine if it is better than what is currently available.There is no known way to tell if a radical new idea will eventually be successful. Here is where great leadership and courage is required. History tells us of many people who persevered for long periods in the face of repeated rejection before their idea was accepted, often to the point that after success, people could not imagine how they got along without it before. History also tells us of many people who persevered yet never were able to succeed. It is proper to be skeptical of radical new ideas.In the early years of an idea, it might not be accepted because the technology isn't ready, or because there is a lot more optimization still to be done, or because the audience isn't ready. Or because it is a bad idea. It is difficult to determine which of those reasons dominates. The task only becomes easy in hindsight, long after it becomes established.These long periods between formation and initial implementation of a novel idea and its eventual determination of success or failure in the marketplace is what defeats those who wish to use evidence as a decision criterion for following a new direction. Even if a superior way of doing something has been found, the automated test process will probably reject it, not because the idea is inferior, but because it cannot wait decades for the answer. Those who look only at test results will miss the large payoff.Of course there are sound business reasons why ignoring potentially superior approaches might be a wise decision. After all, if the audience is not ready for the new approach, it wouldinitially fail in the marketplace. That is true, in the short run. But to prosper in the future, the best approach would be to develop and commercialize the new idea to get marketplace experience, to begin the optimization process, and to develop the customer base. At the same time one is preparing the company for the day when the method takes off. Sure, keep doing the old, but get ready for the new. If the company fails to recognize the newly emerging method, its competitors will take over. Quite often these competitors will be a startup that existing companies ignored because what they were doing was not well accepted, and in any event did not appear to challenge the existing business: see "The innovator's dilemma."Gestural, multi-touch interfaces for screen-driven devices and computer games are good examples. Are these a brilliant new innovation? Brilliant? Yes. New? Absolutely not. Multi-touch devices were in research labs for almost three decades before the first successful mass-produced products. I saw gestures demonstrated over two decades ago. New ideas take considerable time to reach success in the marketplace. If an idea is commercialized too soon, the result is usually failure (and a large loss of money).This is precisely what the Apple designer of my opening paragraph had done. What I was shown was a portable computer designed for schoolchildren with a form factor unlike anything I had ever seen before. It was wonderful, and even to my normally critical eye, it looked like a perfect fit for the purpose and audience. Alas, the product got caught in a political fight between warring Apple divisions. Although it was eventually released into the marketplace, the fight crippled its integrity and it was badly executed, badly supported, and badly marketed.The resistance of a company to new innovations is well founded. It is expensive to develop a new product line with unknown profitability. Moreover, existing product divisions will be concerned that the new product will disrupt existing sales (this is called "cannibalization"). These fears are often correct. This is a classic case of what is good for the company being bad for an existing division, which means bad for the promotion and reward opportunities for the existing division. Is it a wonder companies resist? The data clearly show that although a few new innovations are dramatically successful, most fail, often at great expense. It is no wonder that companies are hesitant - resistant - to innovation no matter what their press releases and annual reports claim. To be conservative is to be sensible.The FutureAutomated data-driven processes will slowly make more and more inroads into the space now occupied by human designers. New approaches to computer-generated creativity such as genetic algorithms, knowledge-intensive systems, and others will start taking over the creative aspect of design. This is happening in many other fields, whether it be medical diagnosis or engineering design.We will get more design without designers, but primarily of the enhancement, refinement, and optimization of existing concepts. Even where new creative artificial systems are developed, whether by neural networks, genetic algorithms, or some yet undiscovered method, any new concept will still face the hurdle of overcoming the slow adoption rate of people and of overcoming the complex psychological, social, and political needs of people. T o do this, we need creative designers, creative business people, and risk takers willing to push the boundaries.New ideas will be resisted. Great innovations will come at the cost of multiple great failures.Design without designers? Those who dislike the ambiguity and uncertainty of human judgments, with its uncertain track record and contradictory statements will try to abolish the human element in favor of the certainty that numbers and data appear to offer. But those who want the big gains that creative judgment can produce will follow their own judgment. The first case will bring about the small, continual improvements that have contributed greatly to the increased productivity and lowering of costs of our technologies. The second case will be rewarded with greatfailures and occasional great success. But those great successes will transform the world.不需要设计师的设计唐·诺曼我永远也不会忘记我第一次向人们介绍优秀产品设计的魅力的经历,那时候我刚刚到苹果公司,还在逐渐的学习工作上的事务。
毕业设计论文外文文献翻译模块化设计:产品设计的分解与整合中英文对照
英文原文:Design for Modularity: Product Design for Decomposition and IntegrationABSTRACTIn the last few years, corporation has engaged in studies to improve their design processes, ranging from marketing to support. Recent government, academic and industrial sector initiatives have sought advance technologies for developing and managing product development environment. Many companies have established a concurrent design process for their product development and have recognized a need for tools in evaluating the level of decomposition and integration, while analyzing the impact on the final design. This article will propose a three-phase methodology for design of products while considering modularity, assembly and manufacture.KEYWORDSModularity, Group technology, Optimization, Decomposition, Classification1. IntroductionModular design is a design technique that can be used to develop complex products using similar components . Components used in a modular product must have features that enable them to be coupled together to form a complex product. Modular design can be also viewed as the process of producing units that perform discrete functions, and then the units are connected together to provide a variety of functions. Modular design emphasizes the minimization of interactions between components, which will enable components to bedesigned and produced independently from each other. Each component, designed for modularity, is supposed to support one or more function. When components are structured together, to form a product, they will support a larger or general function. This shows the importance of analyzing the product function and decomposing it into sub-functions that can be satisfied by different functional modules. Modularity can be applied in the product design, design problems, production systems, or all three. It is preferable to use the modular design in all three types at the same time.Modular products refer to products that fulfill various overall functions through the combination of distinct building blocks or modules. In the sense that the overall function, performed by the product, can be divided into sub functions that can be implemented by different modules or components. An important aspect of modular products is the creation of a basic core unit to which different elements (modules) can be fitted, thus enabling a variety of versions of the same module to be produced. The core should have sufficient capacity to cope with all expected variations in performance and usage.Most design problems can be broken down into a set of easy to manage simpler sub-problems. Sometimes complex problems are reduced into easier sub-problems, where a small change in the solution of one sub-problem can lead to a change in other sub-problems’ solutions. T his means that the decomposition has resulted in functionally dependent sub-problems. Modularity focuses on decomposing the overall problem into functionally independent sub-problems, in which interaction or interdependence between sub-problems is minimized. Thus, a change in the solution of one problem may lead to a minor modification in other problems, or it may have no effect on other sub-problems.Modularity in production systems aims at building production systems from standardized modular machines. The fact that a wide diversity of production requirements exists has led to the introduction of a variety of production machinery, and a lack of agreement on what the building blocks should be. This means that there are no standards for modular machinery. In order to build a modular production system, production machinery must be classified into functional groups from which a selection of a modularproduction system can be made to respond to different production requirements. Rogers classified production mach inery into four basic groups of “primitive” production elements. These are process machine primitives, motion units, modular fixtures, and configurable control units. It is argued that if a selection is made from these four categories, it will be possible to build a diverse range of efficient, automated and integrated production system.2.Overview of Product DevelopmentProduct development is a necessary and important part of the activities performed by a manufacturing firm. Due to changes in manufacturing technology, consumer preferences, and government regulations (to name a few influences), existing products will become less profitable over time. The sales volume of a typical product starts slowly, accelerates, becomes flat, and then steadily declines. Although there may be a few products that remain profitable for many years, firms continually develop new products that will generate more profits. Product development determines what the firm will manufacture and sell. That is, it attempts to design products that customers will buy and to design manufacturing processes that meet customer demand profitably. Poor decisions during product development lead to products that no one wants to buy and products that are expensive to manufacture in sufficient quantity.A product development process is the set of activities needed to bring a new product to market. A product development organization includes the engineers, managers, and other personnel who make process and product engineering decisions and perform these activities. (Note that, in this paper, the term new product covers the redesign of an existing product as well.)Because making good decisions requires expertise and an organization of people can be experts in only a few things, a manufacturing firm specializes in a certain class of products. It focuses its attention on the market for that class of products, the technologies available to produce that class, and the regulations relevant to that class.Like other parts of the business, a product development organization seeks tomaximize the profit of the manufacturing firm subject to the relevant regulatory and ethical constraints and other conditions that the firm’s owners impose based on their values. A product development organization does this by regularly introducing new products that the firm can manufacture, market, and sell. Fundamentally, then, a product development organization transforms information about the world (e.g., technology, preferences, and regulations) into information about products and processes that will generate profits for the firm. It performs this transformation through decision-making (Herrmann and Schmidt, 2002). Because the design problem is highly complex, product development teams decompose the problem into a product development process, which provides the mechanisms for linking a series of design decisions that do not explicitly consider profit.The following nine steps are the primary activities that many product development processes accomplish (Schmidt et al., 2002):Step 1. Identify the customer needs.Step 2. Establish the product specification.Step 3. Define alternative concepts for a design that meets the specification.Step 4. Select the most suitable concept.Step 5. Design the subsystems and integrate them.Step 6. Build and test a prototype; modify the design as required.Step 7. Design and build the tooling for production.Step 8. Produce and distribute the product.Step 9. Track the product during its life cycle to determine its strengths and weaknesses.This list (or any other description that uses a different number of steps) is an extremely simple depiction that not only conveys the scope of the process but also highlights the inherent (but unquestioned) decomposition. There are many other ways to represent product development processes and the component tasks, including the use of schedules or a design structure matrix (Smith and Eppinger, 2001).Manufacturing firms understand that design decisions (though made early in theproduct life cycle) have an excessive impact on the profitability of a product over its entire life cycle. Consequently, product development organizations have created and used concurrent engineering practices for many years (Smith, 1997, provides a historical view). Many types of tools and methods (such as cross-functional product development teams and design for manufacturing guidelines) have been created, adopted, and implemented to improve decision-making. Cooper (1994) identifies three generations of formal approaches to product development, all of which involve decomposition.It should be noted, however, that decomposition is not the only way to describe product development. As an alternative to decomposing a system design problem into subproblems, Hazelrigg (1996) proposes creating and refining system design models to express how detailed design variables affect the overall system performance. This approach suggests that a product development process would end with using the model to find the optimal design. Hazelrigg (1998) encourages this type of optimization but does not discuss the process of generating the profit maximization model.3. A Methodology for Design for ModularityA three-phase methodology is proposed for the development of complex products using the modularity concept [1,2]. The proposed methodology matches the criteria set by the design for functionality, assembly and manufacture. Some of the major benefits associated with this methodology include:·Increased design accuracy, efficiency, and the reuse of existing design for new programs.·Potential for integration of the developed methodology and technology into the engineering design activities.·Modular product design and the process of planning the production are integrated in one overall engineering process in which product features are mapped into their feasible process(es) in a one to one correspondence.In order to implement this concept successfully, the manner in which the modules areselected is critical. By establishing simple interfaces within the modules, the numbers of interactions are then reduced. The steps associated with this methodology include: Phase I - Decomposition Analysis: Design for Modularity and Classification1. Product and problem decomposition.2. Structural and modular decomposition.3. Associativity analysis between the components and specification.4. Application of group technology classification system.5. Construction of the associativity measure matrix.6. Optimum selection of modules.Phase II - Product Analysis: Design for Assembly and Functionality Analysis1. Identify the components that could be produced and assembled separately.2. Determine of the order of disassembly and assembly for each sub-component module.3. Establish the interfaces based on the analysis of the design features.4. Determine of the order, which the sub-assemblies are assembled to produce the final product.Phase III - Process Analysis: Design for Manufacture1. Family identification and template retrieval.2. Determination of the logical order of GT codes for the process of modules.3. Machine and process parameter calculation.4. Variant process planning.4. Decomposition Analysis: Design for Modularity and ClassificationPhase I of the methodology further specifications associated with this phase are illustrated as follows:4.1. Needs AnalysisThe design engineer is usually given an ill-defined problem. In many situations, the designer has to respond to the mere suggestion that there is a need for a product to performa certain function. One of the main tasks is to find out precisely what are the needs and what do customers really want. An important step in the design is to describe the product fully in terms of functional needs and physical limitations. These functional needs and physical limitations will form the product specifications. Surveying prospective purchasers or customers could collect information required to identify customer needs. Conducting a marketing study that begins by establishing target markets and customers can do this. Then customers’ wants and needs could be obtained by using several methods such as interviews and questionnaires. Also, similar products (competitive products) are investigated to find possible improvement opportunities by focusing on weakness points and desired features by customers. Next, customer wants and needs are arranged into groups and prioritized according to their importance. Needs analysis usually results in a statement of recognized needs and the expected manner in which that need should be met.4.2. Product Requirements AnalysisResults of the needs analysis step are used to identify the product requirements. The development group begins by preparing a list of functional objectives needed to meet the customer’s primary needs. Further analysis of customer needs reveals operational functional requirements that impose both functional and physical constraints on the design. Secondary customer requirements will be categorized as general functional requirements; they are ranked secondary because they will not affect the main function of the product. That is, a product may lack one or more general functional requirement and still be considered as a functional product that meets the intended function. General functional requirements should be weighted with respect to their importance.4.3. Product Concept AnalysisProduct/concept analysis is the decomposition of the product into its basic functional and physical elements. These elements must be capable of achieving the product’s functions. Functional elements are defined as the individual operations and transformations that contribute to the overall performance of the product. Physical elements are defined as the parts, components, and subassemblies that ultimately implement the product’s function.Product concept analysis consists of product physical decomposition and product functional decomposition. In product physical decomposition, the product is decomposed into its basic physical components which, when assembled together, will accomplish the product function. Physical decomposition should result in the identification of basic components that must be designed or selected to perform the product function. Product functional decomposition describes the products overall functions and identifies components functions. Also, the interfaces between functional components are identified.4.4. Product/Concept IntegrationBasic components resulting from the decomposition process should be arranged in modules and integrated into a functional system. The manner by which components are arranged in modules will affect the product design. The resulting modules can be used to structure the development teams needed. System level specifications are the oneto- one relationship between components with respect to their functional and physical characteristics. Functional characteristics are a result of the operations and transformations that components perform in order to contribute to the overall performance of the product. Physical characteristics are a result of the components’ arrangements,assemblies, and geometry that implement the product function. Physical and functional characteristics, forming the system level specifications, are arranged into a hierarchy of descriptions that begins by the component at the top level and ends with the detailed descriptions at the bottom level.Bottom level descriptions (detailed descriptions) are used to determine the relationships between components, 1 if the relationship exists and 0 otherwise. This binary relationship between components is arranged in a vector form, “System Level Specifications Vector”(SLSV). System level specifi cations identified in the previous step affects the general functional requirements in the sense that some specifications may help satisfy some general functional requirements, while other specifications might prevent the implementation of some desired general functional requirements. The impact of the SLS on GFR’s should be clearly identified which will help in developing products that willmeet, up to a satisfactory degree, the general functional requirements stated earlier. The impact will be determined based on –1 as negative impact, 0 as no impact, and 1 as positive impact. A negative impact represents an undesired effect on the general functional requirements such as limiting the degree to which the product will meet the general requirement, or preventing the product from implementing the general requirement. While a positive impact represents a desired effect that the SLS will have on the general requirements, such SLS will ensure that the product will satisfy the requirements and result in customer satisfaction. An SLS is said to have no impact if it neither prevents the implementation of the GFR, nor helps satisfying the GFR.The degree of association between components should be measured and used in grouping components into modules. Incorporating the general functional requirement weights can do this, in addition to the system level specifications vectors and their impacts on the general functional requirements to provide a similarity index between components.The similarity indices associated with components are arranged in a component vs. component matrix. Components with high degree of association should be grouped together in design modules. This can be accomplished by using an optimization model that maximizes the sum of the similarities. The optimization model will identify independent modules that can be designed simultaneously. Several models are available for optimization analysis of this model.5.Types of DecompositionA product development process follows a decomposition scheme that reflects the experience of the organization and the individuals that inhabit the organization. This relationship explains the design of many organizations and business processes, of course, and obviously applies to product development processes as performed in the real-world. (The study of contingency theory has explored the relationship of organization structure to the organization’s goals and environment.) The evolut ion of the product development process is influenced by exceptional events (such as disasters that cause managers toimplement controls or regulations designed to ensure that “it never happens again”), by executives and managers who participated in or observed different processes used by other organizations, and by natural processes of continuous improvement. These influences are resisted by the inertia of individuals in the organization (“that’s not the way we do it here”), and the implemention of innovations may fail for other reasons. Klein and Sorra (1996) argue that the implementation effectiveness depends upon implementation climate and implementation policies and practices.Holt et al. (1960) mention a three-stage process for the evolution of a decision-making system. In the first stage, when an organization is small, skilled managers make decisions as situations arise. In the second stage, the complexity of the operations increases, and the firm installs a system of decisionmaking. For routine decisions, heuristics or simple rules guide decision-making. In the third stage, the firm seeks to improve decision-making by implementing decision support tools. Often these tools help decision-makers treat problems in a more integrated fashion.In conclusion, rarely are product development processes explicitly designed to optimize profitability. Still, the never-ending quest to improve processes leads managers to change them, first hoping to improve this metric, then hoping to improve another, always seeking changes that improve all metrics simultaneously. Because different firms find themselves in different positions, they seek different things from their processes. More precisely, there exist a large set of objectives, and each organization prioritizes these objectives differently. Thus, each firm finds a different process most desirable for itself, in the same way that different families looking at the houses for sale in the same city choose different houses based on their own priorities on location, price, number of bedrooms, and so forth.Being unique, each product development organization has a unique product development process that embodies a unique decomposition. If each process has changed over time due to many different reasons, it may seem unreasonable to describe the forces that shape specific product development processes. Indeed, Blanchard and Fabrycky (1998)state that a development process is a generic template that must be “tailored” to a specific project’s need. They describe three common processe s: the waterfall model, the spiral model, and the V model. They observe that preferences among these models are subjective and that careful study is needed to select the best model for a specific project.Still, some authors have described some of the factors that make certain types of processes more or less successful. For instance, Loch and Terwiesch (1998) use an analytical model of concurrent engineering to show how uncertainty (and the speed of uncertainty reduction) affects the optimal amount to overlap activities and the optimal frequency of meetings used to coordinate the concurrent activities. More generally, Pich, Loch, and De Meyer (2002) identify three project management strategies (instructionism, learning, and selectionism) that handle uncertainty in different ways. Accordingly, project managers must determine the adequacy of what is known about the world and the effects of different actions and must determine whether any inadequacy is due to ambiguity or complexity. The paper proposes some simple rules suggesting when to use each strategy.6. Summary and ConclusionsThis article has presented a new methodology for modular design. The complete process is a three-phase process, but only phase I of the methodology is presented. The method illustrates the significance of the group technology coding and classification and the optimization in modular design.This synthesis contributes to a theory of design describes how design happens in practice and explains this behavior. The fundamental axioms include the profit maximization objective, bounded rationality (including limited time and resources available for product development), and the presence of uncertainty.Extending this theory of design will require better understanding of the advantages and drawbacks of different decompositions. Also useful will be understanding the relationship between the effort spent to solve a design subproblem and the quality of the resulting solution.It will be interesting to see how improvements in information technology and decision support systems increase the amount of information that one decision-maker can process and how these improvements change the balance between decomposition and integration. 中文翻译:模块化设计:产品设计的分解与整合摘要:在过去的几年里,公司进行了研究,以改善他们的设计流程,从市场营销支持。
产品设计中英文文献
中文译文产品设计,语义和情绪反应摘要本文探讨了人体工程学理论与语义和情感内容的设计问题。
其目的是要找到以下问题的答案:如何设计产品引发人心中的幸福;怎样的产品属性能够帮助你们沟通积极的情绪,最后,如何通过产品唤起某种情绪。
换言之,这是对“意义”——可以成为一个产品,旨在与用户在情感层面上进行“沟通”的调查。
1、介绍当代生活是促进社会和技术变革的代名词。
同样,产品设计通过材料技术,生产技术,信息处理技术等工序的发展而正在迅速转变。
在技术方面正在发生变化的速度和规模超出任何期望。
数字革命的对象是逐步转向与我们互动成更小,更聪明的黑盒子,使我们很难理解这一机制或工作方法(博尔茨2000年)。
因此,在设计时比以前不同的框架,参照社会变革,资源和能源节约,新出现的环境问题,以及客户导向的趋势(大平1995年,琼斯1997年)。
因此,无论是通过广告和营销推动战略,或潮流,时尚和社会活动,从消费产品的用户的期望也已改变。
功能性,吸引力,易于被使用中,可负担性,可回收性和安全性,预计所有已经存在于一个产品属性。
用户希望有更多的日常用品。
最近设计的趋势表明了用户对激励对象的倾向,提高他们的生活,帮助触发情绪,甚至唤起梦想(詹森1999年,阿莱西2000年)。
詹森预计,梦会快到了,下面的数据为基础的社会,所谓的信息社会(1999年)。
他还说,作为信息和智力正成为电脑和高科技,社会领域将放在一个人的能力还没有被自动然而新的价值:情绪。
功能是越来越多的产品中理所当然的,同时用户也可以实现在寻找一个完全不同的欣赏水平。
想象,神话和仪式(即情感的语言)会对我们的行为产生影响,从我们的购买决定,我们与他人(詹森1999年)的沟通。
此外,哈立德(2001:196)指出这是决定购买,可瞬间的,因此客户的需求可以被创建,速度非常快,而其他需要长期建立了'。
因此,情感和'影响'一般,都收到了最后一个(Velásquez1998)几年越来越多的关注。
立体仓库中英文对照外文翻译文献
立体仓库中英文对照外文翻译文献(文档含英文原文和中文翻译)由一个单一的存储/检索机服务的多巷道自动化立体仓库存在的拣选分拣问题摘要随着现代化科技的发展,仓库式存储系统在设计与运行方面出现了巨大的改革。
自动化立体仓库(AS / RS)嵌入计算机驱动正变得越来越普遍。
由于AS / RS 使用的增加对计算机控制的需要与支持也在提高。
这项研究解决了在多巷道立体仓库的拣选问题,在这种存储/检索(S / R)操作中,每种货物可以在多个存储位置被寻址到。
提出运算方法的目标是,通过S/R系统拣选货物来最大限度的减少行程时间。
我们开发的遗传式和启发式算法,以及通过比较从大量的问题中得到一个最佳的解决方案。
关键词:自动化立体仓库,AS / RS系统,拣选,遗传算法。
1.言在现今的生产环境中,库存等级保持低于过去。
那是因为这种较小的存储系统不仅降低库存量还增加了拣选货物的速度。
自动化立体仓库(AS / RS),一方面通过提供快速响应,来达到高操作效率;另一方面它还有助于运作方面的系统响应时间,减少的拣选完成的总行程时间。
因此,它常被用于制造业、储存仓库和分配设备等行业中。
拣选是仓库检索功能的基本组成部分。
它的主要目的是,在预先指定的地点中选择适当数量的货物以满足客户拣选要求。
虽然拣选操作仅仅是物体在仓储中装卸操作之一,但它却是“最耗时间和花费最大的仓储功能。
许多情形下,仓储盈利的高低就在于是否能将拣选操作运行处理好”。
(Bozer和White)Ratliff和Rosenthal,他们关于自动化立体仓库系统(AS/RS)的拣选问题进行的研究,发明了基图算法,在阶梯式布局中选取最短的访问路径。
Roodbergen 和de Koster 拓展了Ratliff 和Rosenthal算法。
他们认为,在平行巷道拣选问题上,应该穿越巷道末端和中间端进行拣选,就此他们发明了一种动态的规划算法解决这问题。
就此Van den Berg 和Gademann发明了一种运输模型(TP),它是对于指定的存储和卸载进行测算的仪器。
Design is for Living——查尔斯·伊姆斯的产品设计解读
r U、 esi0 qn ■ l s t· or _ L 0 i v● I nq 查 尔斯 ·伊姆斯 的 产 品设计解读
1940年 ,伊姆斯 在和小沙里宁进行 家具设 计合作 的过程中遇到 了蕾 (Ray Kaiser Eames),蕾帮助他们完成了纽约现代艺术博物馆举办 的 “家
庭陈设中的有机设计 ”竞赛 ,伊 姆斯和沙里宁的设 计,通 过胶合板成型技 术制作复杂的座椅曲面,获得了比赛 的头 奖。
1941年 ,伊姆斯 和蕾结 婚并 搬到加利 福利亚 ,他 们继续 利用胶合板 成 型技术进行家具设计。1949年 ,伊姆斯夫妇 在/jn,)、I1设计并建造了 自己的 住宅 Case Study House,设计 和材f ̄a% U新运用使 这所住宅远近 闻名 。今 天,它被公认为是世界上最重 要的战后住宅之一。
一 宣 尔斯 ·伊姆 斯
查尔斯.伊姆斯 (Charles Eames,1907—1978)是美国最杰出、最 有影响 的家具 与室 内设 计大师之一,同时他 还是 建筑师 、发明家 、工艺 师、科学 家、电影人、教 授,卓越的设计 涵盖了家具 、建筑 、影像与平 面设计。
1907年 ,伊姆斯 出生于密苏里州圣路易斯市 ,上学 时对工程和建 筑有 极大的兴趣 。当时的华盛顿大学推 崇古典学 院派 ,伊姆 斯却被完全反古典 的赖特 的设 计所吸引。在华盛顿大学就读两年后 ,因为对赖特 的崇 拜伊姆 斯被华盛顿大学扫地 出门,开始在一家建筑事务所工作。1930年 ,伊姆斯建 立了自己的工作室 ,但由于1929年的美国经济危机 ,建筑设计市场惨淡,伊 姆斯只得 将业务范 围扩大到玩 具、家具 、灯具 、陶瓷等设计方向 ,他的才华 引起了老沙里宁的注意 ,老沙里宁帮助他在克兰布鲁克学院完成 了学业。
毕业设计马铃薯去皮机设计(附带中英文文献)[管理资料]
毕业设计马铃薯去皮机的设计目录摘要 (I)Abstract (II)第一章引言 (1) (1) (2) (2) (2) (2) (3)国内外马铃薯去皮设备简介 (3) (3)蒸煮装置 (4)化学去皮装置 (5)第二章马铃薯去皮机的结构设计 (7)马铃薯去皮机的设计及特点 (7) (10) (10) (10) (11) (11) (11)第三章马铃薯去皮机的参数确定 (13)物料在工作圆筒内的受力分析 (13) (14) (15) (17)第四章主要零件的结构设计与计算 (18)V带轮结构设计计算 (18)4.2传动主轴的结构设计计算 (19) (20) (21) (21)第五章主要零件的校核 (22) (22) (22) (22) (23) (24) (24)总结 (25)致谢 .................................................................................................................. 错误!未定义书签。
参考文献 . (26)摘要:马铃薯去皮是所有马铃薯制品加工工艺过程的重要环节,目前存在的各种去皮方法都各自有其一定的局限性。
随着马铃薯产业的发展和我国社会经济的进步,如何寻找一种优质、高效、节能几环保的马铃薯剥皮方法己成为马铃薯加工工艺过程中迫切需要解决的问题。
本文主要介绍了以摩擦原理为基础的、适合食品加工工厂等场所使用的大型马铃薯去皮机的设计要点、工作原理和设备组成。
关键词:去皮机;摩擦;设计;马铃薯Abstract: Peeling is an important annulet in potato processing, Methods of peeling which have been used at present all has their limitation. Along with the development of potato processing industry and the progress of our society and economy, it has become an urgent task for finding an efficient, economical and no pollution method of potato peeling. This paper introduced the large-scale machine for peeling potatoes which is designed by the principle of friction and suited to the factory of food processing, and it presented the key of design,working principle and the composition of the large-scale machine.Keywords:Peeling machine; friction; design; potato第一章引言目前,世界79%的国家种植马铃薯,总面积2000万hm,左右,总产量3亿多吨,仅在小麦、玉米、水稻之后,居第四位。
单片机STM32外文文献翻译、中英文翻译
外文译英文原文:STM32 MicrocontrollerIntroductionRequirements based STM32 family is designed for high-performance, low-cost, low-power embedded applications designed specifically for ARM Cortex-M3 core. According to the performance into two different series: STM32F103 "Enhanced〞 series and STM32F101 "Basic" series. Enhanced Series clock frequency of 72MHz, the highest performance of similar products product; basic clock frequency of 36MHz, 16-bit product prices get more than 16 products significantly enhance the performance and is 16 product users the best choice. Both series have built-in 32K to 128K of flash memory, the difference is the maximum capacity of the SRAM and peripheral combinations. At 72MHz, executing from Flash, STM32 power consumption 36mA, are 32 products on the market s lowest power, the equivalent of 0.5niA/MHz.STM32F103 Performance Characteristics1)Kernel. ARM32 bit CPU, the maximum operating frequency of 72MHz,1.25DMIPS/MHz. Single-cycle multiply and hardware divide.2)Memory. Integrated on-chip 32-512KB of Flash memory. 6-64KB SRAM memory.3)Clock, reset, and power management. 2.0-3.6V power supply and I/O interface, the drive voltage. POR, PDR and programmable voltage detector. 4-16MHz crystal. Embedded factory tuned 8MHz RC oscillator circuit. 40 kHz internal RC oscillator circuit. CPU clock for the PLL. With calibration for the RTC 32kHz crystal.4)Low power consumption. Three kinds of low-power mode. Sleep, stop, standby mode. For RTC and backup registers supply VBAT.5)Debug mode. Serial debugging and JTAG interface.6)Direct data storage. 12-channel direct data storage controller. Supported peripherals: timers, ADC, DAC, SPI, IIC and USART.7)Up to a maximum of 112 fast I / O ports. Depending on the modeL there are 26,37,51,80, and 112 I/O ports, all ports can be mapped to 16 external interrupt vectors. In addition to the analog input, all of them can accept the input of 5V or less.8)Up to a maximum of 11 timers. Four 16-bit timers, each with 4 IC / OC / PWM orpulse counter. 2 16 6-channel advanced control timer: up to 6 channels can be used for PWM output. 2 watchdog timer. Systick tinier: 24 down counter. Two 16-bit basic timer for driving DAC.9)Up to a maximum of 13 communication interfaces. 2 IIC interface. 5 USART interfaces. 3 SPI interface, two and IIS reuse. CAN interface. USB 2.0 full-speed interface. SDIO interface.System Function1)Integration of embedded Flash and SRAM memory ARM Cortex-M3 core. And 8/16 equipment compared, ARM Cortex-M3 32-bit RISC processor provides a higher code efficiency. STM32F103xx microcontrollers with an embedded ARM core, so it can be compatible with all ARM tools and software.2)Embedded Flash memory and RAM memory. Built up to 512KB embedded Flash, can be used to store programs and data. Up to 64KB of embedded SRAM clock speed of the CPU can read and write.3)Variable static memory. Variable static memory with 4 chip selects, supports four modes: Flash, RAM, PSRAM, NOR and NAND. After three FSMC interrupt lines connected to the OR after the nested vector interrupt controller. No read / write FIFO, except PCCARD, the code is executed from external memory is not supported Boot, the target frequency is equal to SYSCLK / 2, so the time when the system clock is 72MHz, 36MHz conducted in accordance with external access.4)Nested Vectored Internipt Controller. Can handle 43 maskable interrupt channels, providing 16 interrupt priority levels. Tightly coupled nested vectored intenupt controller to achieve lower latency interrupt handling directly passed to the kernel interrupt vector table entry address, tightly coupled nested vectored interrupt controller kernel interface, allowing early treatment interruption, the latter to be more high-priority interrupt processing, support tail chain, auto-save processor state terrupts automatically restored on interrupt exit, no instructions intervention.5)External internipt / event controller. External interrupt / event controller consists for 19 to generate interrupt / event requests edge detector lines. Each line can be individually configured to select the trigger event, it can be individually masked. There is a pending interrupt request registers to maintain state. When an external line appear longer than the internal APB2 clock-cycle pulse, the external interrupt / event controller is able to detect. Up to 112 GPIO connected to the 16 external internipt lines.6)Clocks and startup. At boot time or to the system clock selection, but the reset whenthe internal 8MHz crystal oscillator is selected as the CPU clock. Can choose a 4-16MHz external clock, and will be monitored to determine the success. During this time, the interrupt controller is disabled and the software management is subsequently disabled. Also, if there is a need, PLL clock internipt management fully available. Comparator can be used more pre-configuration of the AHB frequency, including high-speed and low-speed APB APB, APB highest frequency of high-speed 72MHz, low-speed APB highest frequency of 36MHz.Architectural AdvantagesIn addition to the new features Enhanced peripheral interfaces, STM32 series also interconnect with other STM32 microcontrollers offer the same standard interface, such sharing of peripherals to enhance the entire product family, application flexibility, so that developers can a plurality of design reuse the same software. New STM32 standard peripherals include 10 timers, two 12-bit ADC, two 12-bit DAC, two I2C interfaces, five USART interfaces and three SPI ports. There are 12 new products peripherals direct data storage channel, there is a CRC calculation unit, like other STM32 microcontrollers, the supports 96 unique identifier.New series also has followed the STM32 microcontroller family of products low voltage and energy saving are two advantages. 2.0V to 3.6V operating voltage range compatible with the mainstream of battery technologies such as lithium batteries and nickel-metal hydride batteries, the package also features a battery operation mode dedicated pin Vbat. 72MHz frequency to execute code from flash consumes only 27mA current. There are four low-power mode, the current consumption can be reduced to two microamps. Quick Start from low power mode to save energy too; starting circuit using STM32 internally generated 8MHz signal, the microcontroller from stop mode when you wake up with less than 6 microseconds.中文译:单片机STM321STM32的介绍STM32系列基于专为要求高性能、低本钱、低功耗的嵌入式应用专门设计的ARMCortex-M3内核.按性能分成两个不同的系列:STM32F103 “增强型〞系列和STM32F101 “根本型〞系列.增强型系列时钟频率到达72MHz,是同类产品中性能最高的产品;根本型时钟频率为36MHz,以16位产品的价格得到比16位产品大幅提升的性能,是16位产品用户的最正确选择.两个系列都内置32K 到128K 的闪存,不同的是SRAM的最大容量和外设接口的组合.时钟频率72MHz时,从闪存执行代码,STM32功耗36mA,是32位市场上功耗最低的产品,相当于0.5mA/MHz.2STM32F103性能特点1〕内核.ARM32位CPU,最高工作频率72MHz, 1.25DMIPS/MHzo单周期乘法和硬件除法.2〕存储器.片上集成32-512KB的Flash存储器.6-64KB的SRAM存储器.3〕时钟、复位和电源治理.2.0-3.6V的电源供电和I/O接口的驱动电压. POR、PDR和可编程的电压探测器.4-16MHZ的晶振.内嵌出厂前调校的8MHz RC振荡电路.内部40 kHz的RC振荡电路.用于CPU时钟的PLL.带校准用于RTC的32kHz的晶振.4〕低功耗.3种低功耗模式:休眠,停止,待机模式.为RTC和备份存放器供电的VBAT.5〕调试模式.串行调试和JTAG接口.6〕直接数据存储.12通道直接数据存储限制器.支持的外设:定时器,ADC, DAC, SPI, IIC 和USART.7〕最多高达112个的快速I/O端口.根据型号的不同,有26, 37, 51, 80, 和112的I/O端口,所有的端口都可以映射到16个外部中断向量.除了模拟输入,所有的都可以接受5V以内的输入.8〕最多多达11个定时器.4个16位定时器,每个定时器有4个IC/OC/PWM 或者脉冲计数器.2个16位的6通道高级限制定时器:最多6个通道可用于PWM 输出.2个看门狗定时器.Systick定时器:24位倒计数器.2个16位根本定时器用于驱动DACo9〕最多多达13个通信接口.2个HC接口.5个USART接口.3个SPI接口,两个和IIS复用.CAN接口.USB 2.0全速接口.SDIO接口.3系统作用1〕集成嵌入式Hash和SRAM存储器的ARM Cortex-M3内核.和8/16位设备相比,ARM Cortex-M3 32位RISC处理器提供了更高的代码效率. STM32F103xx微限制器带有一个嵌入式的ARM核,所以可以兼容所有的ARM 工具和软件.2〕嵌入式Flash存储器和RAM存储器.内置多达512KB的嵌入式Flash, 可用于存储程序和数据.多达64KB的嵌入式SRAM可以以CPU的时钟速度进行读写.3〕可变静态存储器.可变静态存储器带有4个片选,支持四种模式:Flash, RAM, PSRAM, NOR和NANDo 3个FSMC中断线经过OR后连接到嵌套矢量中断限制器.没有读/写FIFO,除PCCARD之外,代码都是从外部存储器执行, 不支持Boot,目标频率等于SYSCLK/2,所以当系统时钟是72MHz时' 外部访问根据36MHz进行.4〕嵌套矢量中断限制器.可以处理43个可屏蔽中断通道,提供16个中断优先级.紧密耦合的嵌套矢量中断限制器实现了更低的中断处理延迟,直接向内核传递中断入口向量表地址,紧密耦合的嵌套矢量中断限制器内核接口,允许中断提前处理,对后到的更高优先级的中断进行处理,支持尾链,自动保存处理器状态,中断入口在中断退出时自动恢复,不需要指令干预.5〕外部中断/事件限制器.外部中断/事件限制器由用于19条产生中断/事件请求的边沿探测器线组成.每条线可以被单独配置用于选择触发事件,也可以被单独屏蔽.有一个挂起存放器来维护中断请求的状态.当外部线上出现长度超过内部APB2时钟周期的脉冲时,外部中断/事件限制器能够探测到.多达112个GPIO连接到16个外部中断线.6〕时钟和启动.在启动的时候还是要进行系统时钟选择,但复位的时候内部8MHz的晶振被选用作CPU时钟.可以选择一个外部的4-16MHZ的时钟,并且会被监视来判定是否成功.在这期间,限制器被禁止并且软件中断治理也随后被禁止.同时,如果有需要,PLL时钟的中断治理完全可用.多个预比拟器可以用于配置AHB频率,包括高速APB和低速APB,高速APB最高的频率为72MHz, 低速APB最高的频率为36MHzo4架构优势除新增的功能强化型外设接口外,STM32互连系列还提供与其它STM32微限制器相同的标准接口,这种外设共用性提升了整个产品家族的应用灵活性,使开发人员可以在多个设计中重复使用同一个软件.新STM32的标准外设包括10 个定时器、两个12位模数转换器、两个12位数模转换器、两个12c接口、五个USART接口和三个SPI端口.新产品外设共有12条直接数据存储通道,还有一个CRC计算单元,像其它STM32微限制器一样,支持96位唯一标识码.新系列微限制器还沿续了STM32产品家族的低电压和节能两大优点.2.0V 到3.6V的工作电压范围兼容主流的电池技术,如锂电池和银氢电池,封装还设有一个电池工作模式专用引脚Vbato以72MHz频率从闪存执行代码,仅消耗27mA 电流.低功耗模式共有四种,可将电流消耗降至两微安.从低功耗模式快速启动也同样节省电能;启动电路使用STM32内部生成的8MHz信号,将微控制器从停止模式唤醒用时小于6微秒.。
毕业设计论文外文文献翻译计算机科学与技术微软VisualStudio中英文对照
外文文献翻译(2012届)学生姓名学号********专业班级计算机科学与技术08-5班指导教师微软Visual Studio1微软Visual StudioVisual Studio 是微软公司推出的开发环境,Visual Studio可以用来创建Windows平台下的Windows应用程序和网络应用程序,也可以用来创建网络服务、智能设备应用程序和Office 插件。
Visual Studio是一个来自微软的集成开发环境IDE(inteqrated development environment),它可以用来开发由微软视窗,视窗手机,Windows CE、.NET框架、.NET精简框架和微软的Silverlight支持的控制台和图形用户界面的应用程序以及Windows窗体应用程序,网站,Web应用程序和网络服务中的本地代码连同托管代码。
Visual Studio包含一个由智能感知和代码重构支持的代码编辑器。
集成的调试工作既作为一个源代码级调试器又可以作为一台机器级调试器。
其他内置工具包括一个窗体设计的GUI应用程序,网页设计师,类设计师,数据库架构设计师。
它有几乎各个层面的插件增强功能,包括增加对支持源代码控制系统(如Subversion和Visual SourceSafe)并添加新的工具集设计和可视化编辑器,如特定于域的语言或用于其他方面的软件开发生命周期的工具(例如Team Foundation Server的客户端:团队资源管理器)。
Visual Studio支持不同的编程语言的服务方式的语言,它允许代码编辑器和调试器(在不同程度上)支持几乎所有的编程语言,提供了一个语言特定服务的存在。
内置的语言中包括C/C + +中(通过Visual C++),(通过Visual ),C#中(通过Visual C#)和F#(作为Visual Studio 2010),为支持其他语言,如M,Python,和Ruby等,可通过安装单独的语言服务。
创意文化产品设计研究外文文献中英文翻译2017
文献出处:Matheson B.THE RESEARCH OF CREATIVE CULTURE PRODUCT DESIGN[J].Journal of Management Development,2017,1(2):55-64.原文THE RESEARCH OF CREATIVE CULTURE PRODUCTDESIGNMatheson BAbstractCreativity and culture as the core of creative cultural products,with the creative design will be to create and promote cultural resources,and cultural skillfully combined with the product eventually translate into of commodity value and high-cultural value-added products.Creative culture product design is the material form of the subject,from concept to product performance characteristics of the transformation process is put forward.It is affected by the product theme,will be incorporated in the design,the demands of consumer's elements using the product design to show personality characteristics and distinctive aesthetic feelings.Creative culture product design need to integrate various sensory experiences to carry on the design,by bringing consumers sensory experience to strengthen the theme of the product,at the same time give people left a deep memory.Keywords:the creative cultural products, sensory experience,cultural associations1IntroductionCultural creative industry is under the background of economic globalization the creativity as the core of the emerging industry,it depends on the designer's wisdom and strength,with advanced technology creation and promotion of cultural resources,through the development and use of intellectual property rights to produce high value-added products,has great potential to create wealth and employment in the industry.Culture creative industry mainly includes industrial product design,costume design,advertising design,visual art design, environmental art design,radio,television,film,animation,media,and creative groups in aspects of software and computer services.In the cultural creative industry culture creative product design is one of the key;it is the cultural resources into an important part of the culture creative product.Culture creative product design,it is the creativity originates from the culture of product design,mainly on culture and particular cultural artifacts conveys cultural elements is given priority to, through induction,refined into design elements,through the design of the cultural elements to seek a new form to meet the requirements of modem social life and aesthetic,and hope that through products enhance consumer culture,to meet consumer demand for personalized and spiritual.2 The overview of creative cultural productsCreative cultural products refers to creative concept as the core,rely on the designer's wisdom and ability,with creative way will be to create and promote cultural resources,and cultural skillfully combined with the product eventually translate into of commodity value and high-cultural value-added products.Can know from the definition of creative cultural products and core elements around the creative cultural products is the cultural and creative,creative is the product of surface characteristics of present in front of people,through the extremely rich individual character, innovative products,such as modeling,the use function to attract people's attention;Culture is the product information is passed to the people of the spiritual level, to meet the needs of people for spiritual culture, promote the quality of the people and culture.Creativity is a kind of creative thinking ability,is a kind of ability to create products,ingenious idea and unique ideas to make products more original,more novel modeling,make products to meet the needs of people for the function at the same time.By the application of creative thinking and mode of production can produce aesthetically pleasing, functional,meet the personality requirements of product.Creative design can make the product more attractive,it can enhance the value of the product,make it get rid of the prices of similar products on the market competition,through the creative design and superior quality to attract the target consumer groups,and occupy the initiative of product pricing,forthe brand management and promotion of products to lay a solid foundation.Culture it is the embodiment of the spirit of a nation and The Times characteristic,it is formed after a long history of deposit,culture is a complex overall,including knowledge,belief, art, morals,law,custom, and all the power of the human in the social income and habits.Different nations influenced by geographical environment,social system,religious thought,the influence of such factors as the final form with the national characteristics of culture.The more national,with a long history of its cultural connotation is deeper;the cultural spirit of the present more intense,and therefore its nationality became more prominent,more obvious.Culture is the most valuable wealth of history left us,we should take advantage of the excellent cultural resources,draw lessons from the successful experience of the foreign existing,design creative cultural products with Chinese characteristics,so as to make our products to worldwide,and showed the excellent Chinese culture in the world,to carry forward the traditional culture,inheriting cultural classics,and promote economic and cultural exchange.Ideas and culture are the two most important elements in the design of cultural products,closely related to the both be short of one cannot, they are complementary relationship.The creative design products to new look,make individual character is dye-in-the-wood,avant-garde fashion products;While cultural products to the soul,let the product is full ofculture,show the humanities.Creative cultural products demand is rooted in China's profound traditional culture can have a more broad space for development.The traditional culture also needed a creative way and the essence of modem language to express the culture and extensive,so only would be a perfect combination of creative and cultural together to design real creative cultural products in line with market demand.3The design method of creative culture productThe creativity of cultural products design is divided into three levels, in turn,is feeling layer,behavior layer and spirit layer.The form of sensory layer involves products;Behavior layer relating to the product function,using way;Wade culture,emotional and aesthetic spirit layer.Sensory layer,behavior layer and spirit layer is relationship, according to the main products are in sensory levels associated with the user first,and then through the behavior level behavior of interaction with the user,the last on the basis of sensory level and behavior level,make the product emotional communication with the consumer,implement the satisfaction of spiritual experience and the psychological demand.Creative cultural products design,first of all,starting from the sensory layer,the form of product design,including the model of product design,color design,material design,etc.,through the application of the different design methods to realize the product level of experience;Second layer into the behavior,and the way of using the function ofthe product design,through the application of the different design methods of implementation experience in product behavior level;Finally enter the spirit layer,based on the sensory layer and behavior layer, through the application of the different design methods of products culture,emotional and aesthetic.3.1Sensory experience methodSensory experience is based on the product's color,shape,material, etc,to carry on the design,make the product appear gorgeous color,the modeling of character,excellent texture,beautiful voice,the taste of charming,etc.,through the sensory channels establishment and exchanges and interaction between people,to bring users sight,touch, hearing,smell,taste and so on various sensory stimuli and enjoyable experience,and in the psychological and spiritual comfort and satisfaction.Color is the most obvious characteristics in product outward appearance,people first captured through visual products,at the same time,the color of the product will be the first to give people the visual sensory stimulation.Through the application of color science can give people difierent visual experience,for example,it gives a person with passion,hot feeling;Blue gives a person quiet,melancholy feeling; Purple gives a person the sense of elegant,noble,etc.Form is the characteristic of the modeling of products can people through visual andtactile perception of product form,different products form give people different visual and tactile sensory experience.For example,the round shape the person gives on the vision with the feeling of affinity,give a person the sense with smooth on the sense of touch;Geometric modeling the person gives on the vision with industrial feeling,give a person the sense with hard on the sense of touch,etc.Material is a material base of product shape,it has multiple material properties.Product material shape, color,surface process,tastes,etc.It will give people the visual,touch, taste,smell,and other sensory experience.Such as matte plastic the person gives on the vision is durable,safe feeling;the person gives on the touch gentle and comfortable feeling;Give a person the sense with industrialization in the sense of smell.Sensory experience method is through some investigation,let respondents reported their sensory experience feelings for one specific product.Sensory experience method normally consists of questionnaires, interviews,etc.Different methods of investigation and design,through these methods can obtain the user's information data from different angles.Sensory experience method commonly used in the early stages of product design and development,is to look for the consumer preferences for product sensory experience and tendency of a kind of method. Sensory experience method after analysis and summary can obtain from the consumers in a certain stage of quantitative information.3.2Cultural connection methodEverything in the world there is a certain correlation between each other,some are dominant relationship some is recessive.In the product design needs to find the connections between things,applied to the product design,creative design.Cultural relation method is to form, content associated with the product,by applying the contact,refining, integration design a variety of ways,make the products with cultural forms and cultural content,make people produce the cultural identity of product,and in the process of using product produce emotional resonance, feel the products bring to people's cultural experience.Under the condition of clear theme of creative culture,research and analysis of relevant cultural content,generalize the design related specific cultural content and form,and the relevant cultural content ieatures and cultural form is classified and summarized culture is roughly divided into three levels,respectively is culture of state layer,behavior layer and cultural spirit.Then in the form of cultural connection diagram,which is beneficial to the designers and intuitive analysis and research.In product design,creative culture can be cut from the perspective of product form, through the aspects of traditional artifacts shape,color,material reference, and reference and reconstruction methods,such as design has the characteristics of cultural fbnn of creative cultural products.3.3Differential experience methodsDifferential experience methods is to point to in the product design using non-traditional,unconventional design train of thought and ways, make the product with high innovative,provides the user with a different experience.Application experience difference method is fbr the purpose of the differences in the use of different groups fbr different experience design,through the application of the differential method to realize product innovation design, in the form,function,emotion,culture brings people all-round experience.Functional difference experience mainly using the method of observation,interview,questionnaire investigation was carried out on the target user group related experience information collection,and then through the analysis of collected,summarized the experience of information,and then sums up the target user demand for product differentiation,finally based on the difference of the target user demand fbr the implementation of specific design.译文创意文化产品设计研究Matheson B摘要创意文化产品以创意与文化为核心,凭借充满创意的设计方式将文化资源加以创造和提升,并将文化与产品巧妙的结合在一起,最终转化成具有商品价值和高文化附加值的产品。
洗衣机设计中英文对照外文翻译文献
10中英文对照外文翻译洗衣机设计方案1. 1. 引言引言本报告讨论了提高标准容量的家用洗衣机的能源效率的可行的设计方案。
在本设计方案分析中所使用的程序是基于由能源部(本设计方案分析中所使用的程序是基于由能源部(DOE DOE DOE)解释的规定,该规定概)解释的规定,该规定概述了工艺改进措施。
述了工艺改进措施。
根据合理的规则,根据合理的规则,根据合理的规则,不同的电器排名后,不同的电器排名后,不同的电器排名后,确定了潜在的设计方确定了潜在的设计方案,这在电器效率标准颁布的过程中又进了一步。
然后用筛选因子来确定是否应进一步考虑排除某一设计方案。
筛选设计方案中使用的很多输入程序都是由洗衣机制造商提供。
其他来源于贸易刊物和家用电器制造商协会(机制造商提供。
其他来源于贸易刊物和家用电器制造商协会(AHAM AHAM AHAM)。
)。
虽然(在新工艺中)现有分析的设计方案阶段在规章制定预告(虽然(在新工艺中)现有分析的设计方案阶段在规章制定预告(ANOPR ANOPR ANOPR)之)之前,与原ANOPR[2]ANOPR[2]相对应,但是以前从厂家收集到的数据,现有的相对应,但是以前从厂家收集到的数据,现有的AHAM 的输入和其他利益相关者在这份报告中仍然会被考虑。
美国能源部打算在未来发出补充的法规制定提案预告。
2. 2. 产品分类产品分类对消费者有使用价值的家电被纳入产品类的分析的行列。
类别是家电类型的一个子集,例如,洗衣机是一种家电,但是紧凑型洗衣机就是一种产品类别,家电产品根据不同的能源利用率被分成不同的类型。
能源部划分类别根据产品的容量或其他相关的性能特点,量或其他相关的性能特点,如产品的实用性和工作效率。
如产品的实用性和工作效率。
如产品的实用性和工作效率。
一般情况下,一般情况下,一般情况下,类的定义类的定义是通过从家电制造商,贸易协会和其他的相关的会议研讨中搜集的数据来做出划分。
那些已被指定的没有通过能源部测试程序的类的不再进一步分析。
