• Title/Summary/Keyword: 감각 어휘

Search Result 21, Processing Time 0.02 seconds

Public Telephone Design by Approach Method of Human Sensibility (감성적 접근방법에 의한 공중전화기 디자인에 대한 연구)

  • 홍현주;정석길;이상도
    • Archives of design research
    • /
    • v.11 no.3
    • /
    • pp.35-44
    • /
    • 1998
  • Acording to the trend of highly increasing the public telephone, understanding consumer's design sensibility is based on designing consumer products reflecting user's identity and it comes out as a result of wore competitive products. For this study, consumer's desirous sensibility of the public telephone has been measured in checkable numbers. First of all, 35 sensible words are narrowed down from 168 whole sensible(adjective) words using the SD method. By this result, 7 scale form the SD method is applied to reserch on 10 current distributed products form 30 male and female university students. Element factor analysis is used to group the selected sensible words, duster analysis is used yo dassify them, and finally discriminant analysis is used to predict the relationship between design elements and the sensible words. As a result, words of human sensibility is known to divide into 3 factors; esthetics, functionality and safety, and the correlation of design factor is closely related with the the telephone's body, handset, dial board, dial button, ontrol button, color and material. To sum up, better public telephone design comes out from scientific and systematic consumer's desire analysis not designer's design technique.

  • PDF

Research on GUI(Graphic User Interaction) factors of touch phone by two dimensional emotion model for Grooming users (Grooming 사용자의 2차원 감성 모델링에 의한 터치폰의 GUI 요소에 대한 연구)

  • Kim, Ji-Hye;Hwang, Min-Cheol;Kim, Jong-Hwa;U, Jin-Cheol;Kim, Chi-Jung;Kim, Yong-U;Park, Yeong-Chung;Jeong, Gwang-Mo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2009.05a
    • /
    • pp.55-58
    • /
    • 2009
  • 본 연구는 주관적인 사용자의 감성을 객관적으로 정의하여 2차원 감성 모델에 의한 터치폰의 GUI 디자인 요소에 대한 디자인 가이드라인을 제시하고자 한다. 본 연구는 다음과 같은 단계로 연구를 진행하였다. 첫 번째 단계로 그루밍(Grooming) 사용자들의 라이프 스타일을 조사하여 Norman(2002)에 의거한 감각적, 행태적, 그리고 심볼적 세 가지 레벨의 감성요소를 추출하였다. 두 번째 단계로 Russell(1980)의 28개 감성 어휘와 세 단계 감성과의 관계성을 설문하여 감성모델을 구현하였다. 마지막으로 요인분석을 이용하여 대표 감성 어휘를 도출한 후 감성적 터치폰의 GUI(Graphic User Interaction) 디자인 요소를 제시함으로써 사용자의 감성이 반영된 인간 중심적인 제품 디자인을 위한 가이드라인을 제안한다.

  • PDF

Analysis of Semantic Attributes of Korean Words for Sound Quality Evaluation in Music Listening (음악감상에서의 음질 평가를 위한 한국어 어휘의 의미론적 속성 분석)

  • Lee, Eun Young;Yoo, Ga Eul;Lee, Youngmee
    • Journal of Music and Human Behavior
    • /
    • v.21 no.2
    • /
    • pp.107-134
    • /
    • 2024
  • This study aims to classify the semantic words commonly used to evaluate sound quality and to analyze their differences in reflecting the level of musical stimuli. Participants were thirty-one music majors in their 20s and 30s, with an average of 9.4 years of professional training. Each participant listened to nine pieces of music with variations in texture and instrument type and evaluated them using 18 pairs of semantic words describing sound quality. A factor analysis was conducted to group words influenced by the same latent factor, and a multivariate ANOVA determined the differences in ratings based on texture and instrument type. Radar charts were also drawn based on the identified sets of semantic words. The results showed that four factors were identified, and the word pairs 'soft-hard,' 'dull-sharp,' 'muddy-clean' and 'low-high' showed significant differences based on the level of musical stimuli. The radar charts effectively distinguished the sound quality evaluations for each music. These results indicate that developing Korean semantic words for sound quality evaluation requires a structure different from the previous categories used in Western countries and that linguistic and cultural factors are crucial. This study will provide foundational data for developing a verbal sound quality evaluation framework suited to the Korean context, while reflecting acoustic attributes in music listening.

A Study on the Landscape-Oriented Persuasive Language from Naming the Apartment Brand in Korea - Focus on the Analysis of Category and Lexeme - (국내 아파트브랜드 명명(命名)에 담긴 조경지향적 설득언어 - 유형 및 어휘소 분석을 중심으로 -)

  • Rho, Jae-Hyun
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.38 no.1
    • /
    • pp.49-63
    • /
    • 2010
  • This study was intended to analyze and interpret the pattern of naming the domestic apartment brand from a semiologic viewpoint in a bid to review the meaning and value of apartment brand, while on the other hand, evaluating the characteristics of persuasive message pursued by current apartment brand in 2010, and consequently, the conclusion of the study is outlined as follows. 1. As a result of analyzing the coinage of branding naming, the words such as combination, joint and blending pattern tended to dominate, which seemed to attempt to represent the variety of values of the housing culture. Brand ideation tends to stress the character symbolism and polysemic message using syllepsis, and the experimental attempt to revive the traditional dwelling concept in a modern sense in a way of combining the archaic word with the Chinese character was found as well. 2. As a result of analyzing the frequency of verbal identity and lexeme of domestic apartments, those frequently used are in order of ville, nature, beauty(美), park, hi, green, palace(宮), nobility and center(tra), which are the lexemes representing the landscape, view, nature and dignity. 3. As a result of identifying the pattern of lexeme using analysis frame based on existing researches such as apartment brand positioning, the most important external core concepts controlling the direction and value of apartment brand are 'environment-orientated' and 'emotion-orientated', and internally, 'function-oriented'. Given the persuasive language expressing the 'environment-oriented' feature and the priority of brand lexeme are garden, park, view and the nature, a landscape-oriented persuasive message is seen to be surging in brand naming. 4. An emotion-oriented persuasive language such as dignity axis having major lexeme represented by palace, nobility, class and a pride axis having major semantic elements represented by human, I and you are used as major value concepts and persuasive language that lead domestic apartment brands to differentiation and upgradation. 5. Among the lexemes focusing on view from environment-oriented standpoint, hi, hill, tower, view, mark, heights are the trend pursued by high-rise apartment aiming at the view such as residential-commercial apartment, and thus the persuasive language focusing on high-rise concept is expected to become the element dominating the trend of apartment brand for the time being.

Cognition and Inferences of the Dimensional Terms in Korean (차원의 인지와 한국어 차원 낱말의 추론)

  • Ryu, Byong-Rae
    • Korean Journal of Cognitive Science
    • /
    • v.20 no.4
    • /
    • pp.439-479
    • /
    • 2009
  • This paper examines the aspects of the inferences between the dimensional terms in Korean, and attempts to give an account of the inference patterns based on the interaction of gestalt and position properties of spatial objects. Following Lang (1987) and Lang, Carstensen & Simmons (1991), we advance the idea that the inferences are possible for the same axis of a spatial object, if some contextually induced positional specifications are reversed to the inherent proportion schema. Two simple inference rules are proposed and justified. They are applied under the assumption that the inferences of the dimensional terms are drawn in a unidirectional way, i.e, from the Primary Perceptional Space to the Inherent Proportional Schema.

  • PDF

A research on the emotion GUI design of touch mobile for Grooming user by using a multidimensional standard analysis (다차원 척도 분석법을 통한 Grooming 사용자의 터치폰 감성 GUI 디자인에 대한 연구)

  • Kim, Ji-Hye;Whang, Min-Cheol;Kim, Yong-Woo;Lim, Joa-Sang
    • Science of Emotion and Sensibility
    • /
    • v.12 no.4
    • /
    • pp.501-510
    • /
    • 2009
  • This study is to establish GUI (graphic user interface) in mobile touch phone for grooming user by using two dimensional emotion model determined by multi-dimensional scale method. The processes conducted in the research were as the followings: First of all, visceral, behavioral, and reflective factors of emotion (Norman, 2002) was defined from investigating the life styles of the Grooming users. Secondly, factor analysis was performed to extract the representative emotional words. In the third step, they were mapped into the two-dimensional emotion model through multi-dimensional scaling. Finally, the mapped emotional words were tried to be related to GUI factors of touch phones and normalizing their relation degree between 0 and 1. This study determined GUI factors significantly related to representative emotions described as special, self-centered, sophisticated, free, passionate, neat for application to mobile touch phone. This study determined the major emotion factors that should be considered the most important while designing the GUI factors.

  • PDF

A Study on Measurement of Driver′s Sensibility due to Vehicular Speed Changes in a Graphic Simulator (화상 시뮬레이터에서 속도변화에 따른 운전자의 감성 측정에 관한 연구)

  • 정순철;민병찬;김유나;신미경;김철중
    • Science of Emotion and Sensibility
    • /
    • v.3 no.2
    • /
    • pp.103-112
    • /
    • 2000
  • 본 연구는 Graphic simulator에서 자동차 속도 변화에 따른 운전자의 감성변화를 주관적 평가와 자율신경계의 반응을 통해 알아보고자 한다. 속도 변화는 정차(0km/h), 40km/h, 100km/h, 160km/h로 제시하였고, 건강한 10명의 피험자를 대상으로 심박변화율, 피부저항, 피부온도, 맥파 등의 생리신호를 측정하였다. 본 연구 목적에 적절한 속도 관련 어휘를 추출하여 각 속도에서의 주관적 감성 변화를 평가하였다. 또한, 각 속도 실험 전 후에 Simulator Sickness를 측정하여 Simulator Sickness가 실험 결과에 미치는 영향을 분석하였다. 속도가 증가함에 따라 긴장도와 쾌도가 증가한다는 주관적 평가 결과를 얻었다. 실험 전에 비해 실험 후의 Simulator Sickness 값은 증가하였지만 실험 전, 후의 통계적 차이는 관찰할 수 없었다. 속도 증가에 따라, 평균 R-R간격, 피부온도의 진폭은 감소하였고, 피부저항은 증가하였고, 맥파의 평균 진폭은 감소하였다. 그러므로 본 연구를 통해 Simulator Sickness의 큰 영향 없이 Graphic Simulator에서 속도의 증가에 따라 교감신경계가 활성화됨을 관찰할 수 있었고, 이는 실제 동적 환경에서 속도 변화에 따른 자율신경계의 반응 및 주관적 평가 결과와 일치하는 것이다. 향후 복합 감각 자극이 가능한 시뮬레이터가 구축이 될 것이고, 이를 통해 보다 현실감 있는 동적 환경 제시와 감성 측정이 가능할 것이다.

  • PDF

A Study on character create of Animation (애니메이션 캐릭터 설정 요소 분석)

  • Lim, Woon-Joo
    • Journal of Digital Convergence
    • /
    • v.10 no.11
    • /
    • pp.659-664
    • /
    • 2012
  • This research has chosen the animation character creation as a part of research for effective communication with audience due to the character taste getting diversity. The way of characters creation in this research suggest as follows. First, animation character action and a way of thinking, which makes regulation factor is a global outlook. It expresses a outer factors include appearance, style, action, facial expressions, tone of voice, hobbies, occupation, status and internal factors shows nature, conception, culture. Second, the given condition of general tendency of animation character, Cultural background, and Key characteristics and experiences is built up by global outlook. Third, the attractive of animation character show up the familiarity, originality, fun, various senses, and flexibility. Fourth, it is harmony of new global outlook and character. The establishment of animation character is that the familiarity which is easy approach to audience with special global outlook, the originality which is different from other works, fun with laugh, at different times in different ways to interact with more flexibility, various sense to be delivered to audience for easy setting is the most desirable.

A Study on Sensibility Evaluation of Ceramic Surface: Comparison between Tactility and Visual Tactility (세라믹 표면의 감성 평가 연구: 촉감과 시각적 촉감의 비교를 중심으로)

  • Kim, Jihyun;Song, Min Jeong
    • Science of Emotion and Sensibility
    • /
    • v.19 no.2
    • /
    • pp.101-112
    • /
    • 2016
  • Selecting appropriate materials can be significantly important to make different image in the product and also give distinguished express to the users. A material for the ceramic product surface consists of the combination between a glaze and a body, and each attribution of materials and the way of the combination creates different texture and color. This study analyzes the difference between visually and tactually sensibility of ceramic surface to through the simulating both visual and tactual stimulation by verbal evaluation method. Totally 13 adjectives are selected from homepage of local and global ceramic product brand. And totally 12 ceramic samples are created with the consideration of color, glossiness and roughness. These 12 samples are the combination between four ceramic bodies (White porcelain, Celadon_c, Sancheong and Black soil) and three glazes (Transparent, Celadon_g, Black glaze). The respondents of first survey were asked to rub, touch and hold before evaluating the sensibility of ceramic surface and other respondents of second survey were asked to evaluate visual images of 9 samples which showed meaningfully difference from first survey. The surface which scored the highest sensibility with the first survey was 'pure' on a surface of White porcelain body with Transparent glaze, and the lowest was also 'pure' on a surface of Black soil body with Transparent glaze. The highest score in the second survey was the same result as the first survey, but the lowest scored 'casual' and the surface was Black soil body with Celadon glaze. By the comparison with two survey results, not every sensibility is same result shown as the first survey and the second survey, but the tactile sensibilities such as 'artistic', 'luxurious', 'sensuous', 'romantic' and 'mysterious' can be experienced by via visual materials of ceramic surfaces.

A Comparative Study on the Spatial Sense of Interior and Exterior Spaces (실내와 실외의 공간감 비교 연구)

  • Yoo, Mi-Kyoung;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.40 no.5
    • /
    • pp.63-72
    • /
    • 2012
  • In contemporary times, "environmental designers" need to consider both exterior and interior aspects because of the growing trend in dissolution between exterior and interior spaces. To quantify "spatial sense" which serves as the standard for environmental design, this study has asked 63 subjects to evaluate 15 interior and 14 exterior spaces. The "spaciousness (small-large)", "openness(closed-open)", "warmness(warm-cold)", "brightness(bright-dark)", "softness(soft-hard)", "spatial intimacy" and "frequency of visit" were adopted as variables of spatial sense. Through the analysis of these variables, this study could gain the difference between spatial sense for exterior and interior environments, quantify the spatial sense that physically and psychologically appropriates to human beings. The result of this study can be summarized as follows: Twice the amount of spaciousness was observed between the interior and exterior spaces. And the standard on intimate space is established with W/H ratio of 5.71 and high Window/Wall Area ratio in the interior and an area of 3,800m2 and a W/H ratio of 5.57 in exterior. The difference between the spatial sense in the interior and exterior space is mostly dependent on the psychological sense. The increase of physical size caused by the interior space to be perceived as cold, dark and hard psychologically, but exterior space to be perceived as warm, bright and soft. Psychological senses, especially softness, affect spatial intimacy to the greatest extent among the given variables. As the psychological senses for interior spaces were largely independent from the given space's size and perceptive senses, the size of the interior space, which exhibited spatial intimacy, could not be deduced. In comparison to this, due to the high dependency between the psychological senses for exterior spaces and the given space's size and perceptive senses. The study also showed that interior and exterior spaces have relatively different spatial sense and physical standards. Such research results are predicted to provide applicable standards for environmental designers for exterior and interior spaces in the future.