• Title/Summary/Keyword: 감성공학

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A Study on Image Preferences of Fashion Product According to Life-Style Groups -Focused on Middle-Aged Women between 35 and 59 Years Old- (라이프스타일 유형에 따른 패션 제품의 이미지 선호도(제 1보) -35$\sim$59세 중년 여성을 중심으로-)

  • Shim, Jung-Hee;Ywoun, Myeong-Heum
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.143-154
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    • 2007
  • The purpose of this study is to investigate fashion product image evaluation according to life-style groups of middle-aged women. The subject of investigation was 352 middle-aged women from 35 to 59 living in Daegu by random sampling method in April and May, 2005. The investigation was carried out by questionnaires which were composed of 3 sections: Fashion product image measure, Life style research and demographic variables(age, academic background, occupation, monthly clothing allowance, monthly income). The statistical methods to analyze the data were frequency, percentage, average, factor analysis, cluster analysis, ANOVA, Duncan's multiple range test. The results are summarized as follows: 1. As a result of factor analysis for fashion product image, the four factors including noble image, bold image, practical image, female image were extracted. 2. Middle-aged women were classified into four life-style groups including tradition oriented group, negative oriented group, activity oriented group and appearance oriented group. 3. Significant differences in fashion product image preferences according to life-style groups were found. Tradition oriented group preferred noble image and practical image. Negative oriented group tended to pursue practical image. Activity oriented group pursued a bold image. Appearance oriented group liked a noble image the best and then noble image, bold image in order.

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Expression and Reader Cognition of Japanese Comics Character (일본 만화 캐릭터의 표정과 독자 인지)

  • Yoon, Jang-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.246-254
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    • 2007
  • As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This research was conducted as we thought sufficient study on various situations are required, and among them for the research of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into categories of 'happiness, anger, sadness, pleasure' and 'fear, astonishment and dislike' and based on these categories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would recognize the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.

Identification of Employee Experience Factors and Their Influence on Job Satisfaction (직원경험 요인 파악 및 직무 만족도에 끼치는 영향력 분석)

  • Juhyeon Lee;So-Hyun Lee;Hee-Woong Kim
    • Information Systems Review
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    • v.25 no.2
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    • pp.181-203
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    • 2023
  • With the fierce competition of companies for the attraction of outstanding individuals, job satisfaction of employees has been of importance. In this circumstance, many companies try to invest in job satisfaction improvement by finding employees' everyday experiences and difficulties. However, due to a lack of understanding of the employee experience, their investments are not paying off. This study examined the relationship between employee experience and job satisfaction using employee reviews and company ratings from Glassdoor, one of the largest employee communities worldwide. We use text mining techniques such as K-means clustering and LDA topic-based sentiment analysis to extract key experience factors by job level, and DistilBERT sentiment analysis to measure the sentiment score of each employee experience factor. The drawn employee experience factors and each sentiment score were analyzed quantitatively, and thereby relations between each employee experience factor and job satisfaction were analyzed. As a result, this study found that there is a significant difference between the workplace experiences of managers and general employees. In addition, employee experiences that affect job satisfaction also differed between positions, such as customer relationship and autonomy, which did not affect the satisfaction of managers. This study used text mining and quantitative modeling method based on theory of work adjustment so as to find and verify main factors of employee experience, and thus expanded research literature. In addition, the results of this study are applicable to the personnel management strategy for improving employees' job satisfaction, and are expected to improve corporate productivity ultimately.

Sensibility and Preference Evaluation for Character Design (캐릭터 디자인을 위한 감성 및 선호 분석)

  • Jung, Kwang-Tae
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.1
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    • pp.63-69
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    • 2007
  • One of the most important aspects to succeed in character industry is to develop a character that it can sensibly satisfy customers. For this, sensibility evaluation has to be carried character design have to be analyzed, firstly. In this study, sensibility evaluation using multi-variate analysis was performed for some humanized characters. From the factor analysis, sensibility factors were extracted and sensibility characteristics for characters were analyzed by those factors. Preference for those characters was evaluated and was analyzed in relation to those sensibility characteristics. Finally, a direction of character design was proposed from those results.

Application Technologies of Smart Phone for Emotional Satisfaction and Mental Health-care of the Elderly (고령자의 감성 만족과 정신건강을 위한 스마트폰 응용 기술)

  • Cho, Myeon-Gyun;Kim, Shik
    • IEMEK Journal of Embedded Systems and Applications
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    • v.8 no.1
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    • pp.31-42
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    • 2013
  • Considerations of how to facilitate aging-in-place(AIP) are becoming increasingly pertinent as care-givers are overwhelmed by an aging population. Aging friendly home-care services combined with IT can satisfy the needs of the elderly suffer from chronic diseases such as depression and dementia. Therefore, we propose future smart phone services and application technologies which can estimate emotional states of the aged and respond to the desire to be happy with mental health, connectedness and consolation from peoples. Firstly, we introduce depression measurement techniques to estimate the severity of depression using multiple sensors. At second, the emotional responding services are categorized to four parts and the details are described. Lastly, we propose the process to implement emotional communication and the application techniques(services) to fulfill the emotional satisfaction and mental healthcare for AIP using smart phone as a mediator.

Layout of simulator for measuring and evaluating human sensibility (감성 측정평가 시뮬레이터의 설비 배치)

  • Kim, Chae-Bok;Park, Se-Jin;Kim, Cheol-Jung
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.2
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    • pp.121-132
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    • 1999
  • This paper investigates the methodology to develop a layout of the simulator for measuring and evaluating human sensibility. Since the simulator layout is different from general building layouts in that it is organized in order to communicate systematically between facilities, laboratories to evaluate human sensibility and equipments to support experiments in simulator, two approaches based on eigenvector and cut tree are applied to develop a simulator layout. Qualitative input data (relationship chart. space requirements for each laboratory and equipment) are obtained and transformed into quantitative data. The information obtained by two approaches provides several meaningful clues to generate the simulator layout. The simulator layout is presented based on the obtained information by two approaches. Extracted quantitative data by using eigenvector and cut tree are meaningful of generating the simulator layout.

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A Structural Analysis between Comfort Feeling and Sensing in Indoor Environment Using Fuzzy Inference (퍼지추론을 이용한 실내환경 쾌적감성과 감각과의 구조 분석)

  • Kim, Jin;Jo, Am
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.2
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    • pp.91-102
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    • 1999
  • There are various kinds of good feelings in indoor environment such as comfort, pleasure, delight, refreshment, geniality, etc. Each feeling is interrelated with other complex elements of senses such as warmth, coldness, calmness, clearness, brightness, etc. In this paper, we described what is good feeling in indoor environment, and developed elements of good feelings using Emotion & Sensibility engineering approach. Resultant elements of good feelings were "comfort," "refreshment," and "freshness." Secondary, we investigated the relationships of these elements with certain elements of senses. "Comfort" is related with "warmth, calmness, brightness, and very clearness in indoor air." "Refreshment" and "freshness" are related with "coldness, moderately calmness, very brightness, and very clearness in indoor air." The relationships were formulated as a fuzzy model. By applying human intuition to this model, we could determine physical ranges of "comfort, refreshment, and freshness."

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A Green LED Sensitivity Lighting System Using Smart Phone (스마트폰을 이용한 그린 LED 감성조명 시스템)

  • Cho, Myeon-Gyun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.2
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    • pp.103-111
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    • 2012
  • This paper introduces a novel concept of 'A Green LED Sensitivity Lighting System' which can automatically estimate QoS(quality of service) and emotional requirements of user using smart phone. And it can intelligently control ambient illumination lamp to conserve electric energy and to satisfy human sensitivity. The proposed system has 4 control modes; emotional lighting, smart lighting, green lighting and realistic lighting modes in order to comfort man's emotion, to maximize work efficiency, to save energy consumption and to make the entertainment more fun, respectively. When we choose green lighting mode for indoor office situations, an elaborate simulation shows that the proposed system with home network can reduce the energy by 50% compared to conventional light control system with a fixed time-based switching.

A Study on Positive and Negative Visual Stimuli using the Real-Time Human Sensibility Assessment System (실시간 주관적 감성 평가시스템을 이용한 긍정 및 부정 시각자극에 대한 연구)

  • Min, Byeong-Chan;Jeong, Sun-Cheol;Min, Byeong-Un;Sin, Mi-Gyeong;Jeong, Hak-Gi;Kim, Cheol-Jung
    • Journal of the Ergonomics Society of Korea
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    • v.20 no.1
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    • pp.31-43
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    • 2001
  • The present study the feasibility of the new subjective assessment devise; Real-Time Subjective Assessment Digitizer (RTSAD). The subjects were instructed to evaluate their sensibility during the presentation of the positive and the negative visual stimuli using RTSAD. After the presentation of each of the stimulus, a questionnaire was used for comparing the results with those from RTSAD. It was argued that the biggest utility of the RTSAD is the capability of measuring and figuring out the trends of the subjective assessment in real time. The results from the questionnaires unlike the results from RTSAD, reflects only the averaged human sensibility for the entire time of the presentation of the stimulus.

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Models for evaluating and predicting the user satisfaction of product designs (제품다자인의 감성만족도 평가 및 예측모델 개발)

  • Han, Seong-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.20 no.1
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    • pp.87-113
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    • 2001
  • This study introduces the concept of image/impression of a product design, human interface elements, and the relationships between them. It is assumed that the human interface can be decomposed into detailed design elements, called human interface elements. This study attempts to build functional relationships between the image/impression of a product and human interface elements. Two different human factors experiments were conducted to demonstrate the effectiveness of the approach suggested in this study. A total of 35 audio/visual consumer electronics products (e.g., CD players, VCRs) were shown on a display screen and the subjects were instructed to evaluate them in terms of eight image/impression dimensions. One experiment was conducted using Korean subjects while the other using American subjects. The functional relationships were modeled by using the multiple linear regression technique. Similarity and difference between the Korean and the American subjects were analyzed. The approach suggested in this study is expected to help designers and developers identify important design variables to enhance the subjective satisfaction of a product design.

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