• Title/Summary/Keyword: 감성 상호작용

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A Study on the Optimization of Edutainment Website design For Juvenile Users (에듀테인먼트 기반의 어린이 웹사이트 디자인에 관한 연구)

  • 손은미;임은정;이현주
    • Archives of design research
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    • v.15 no.1
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    • pp.143-152
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    • 2002
  • As the Internet has been a daily instrument of our lives, the numbers of Internet users are increasing rapidly. Especially, we have to pay special attention to about rapid increasing of juvenile users. In the 1990's, Kids are growing up literally surrounded by new technologies and mu1timedia experiences. For these kids, most of the techno1ologies that we adults find surprising or even incredible are a part of their everyday landscape, a fact of life. Currently, only few of research and discussion has gone into understanding this field. And most of these web sites, set importance on furnishing information only. So educational characters of web are not manifested fully as well as children soon get board with learning with Internet so that feel difficulties in searching and accepting information. At this point, we must try to develop educational sites Not only to show information but also to offer a rich and entertaining time for kids while providing playful teaming and increased technological fluency. Fer this purpose, Web site should be all about combining play with learning. Site navigation should be easy and the pages load quickly. The page download time is also being considerable, which could send kids withy mouse-fingers looking for entertainment elsewhere. Everything about the site must have a familiar feel, uses adequate colors to be satisfied with the juveniles. Multimedia can help the communications in the websites. To maximize the educational effect, technological research and continues invest are need, in addition to usability test.

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Analysis of Space Functions of the Archway in the Red Gate Palace in the Mount Tai Scenic Area (타이산(泰山) 홍문궁(紅門宮) 패방(牌坊)의 공간 기능 분석)

  • Zhang, Meng;Kang, Tai-Ho;Tang, Shan-Shan;Yu, Dong-Ming
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.160-170
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    • 2017
  • As a monumental building in the form of an arch, an archway has the characteristics of praise and honor. More and more historic, cultural and social connotations are given during the development of history. Four archways that are located on the middle route of the Red Gate Palace in the Mount Tai Scenic Area were chosen for research. Based on a literature review and field investigation with a visual analysis method, the physical attributes, spatial scale, perceptions and functions of the archways were discussed. The results were as follows: The archways in the research area are all made of stone. According to building location, they are classified into two types: Cultural archway and temple archway. Regarding functions, they are divided into symbolic archway, memorial archway and portal archway. From the point of view of form and scale, the Confucius Boarding Archway enjoys a higher standard than the other three. This reflects the importance of Confucian culture on Mount Tai. Regarding spatial scale, the archway becomes the focus in a restrictive linear space by an object-to-object and person-to-object comparison. Visitor experience of crossing the archways is strongly enhanced as it acts as entrance and exit, and it has the function of guiding sight since the arrangement of the archways further extend the line of sight. Couplets and inscriptions on the archways increase a sense of expectation for visitors on their way to the top of Mount Tai.

Experience Design Guideline for Smart Car Interface (스마트카의 인터페이스를 위한 경험 디자인 가이드라인)

  • Yoo, Hoon Sik;Ju, Da Young
    • Design Convergence Study
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    • v.15 no.1
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    • pp.135-150
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    • 2016
  • Due to the development of communication technology and expansion of Intelligent Transport System (ITS), the car is changing from a simple mechanical device to second living space which has comprehensive convenience function and is evolved into the platform which is playing as an interface for this role. As the interface area to provide various information to the passenger is being expanded, the research importance about smart car based user experience is rising. This study has a research objective to propose the guidelines regarding the smart car user experience elements. In order to conduct this study, smart car user experience elements were defined as function, interaction, and surface and through the discussions of UX/UI experts, 8 representative techniques, 14 representative techniques, and 8 locations of the glass windows were specified for each element. Following, the smart car users' priorities of the experience elements, which were defined through targeting 100 drivers, were analyzed in the form of questionnaire survey. The analysis showed that the users' priorities in applying the main techniques were in the order of safety, distance, and sensibility. The priorities of the production method were in the order of voice recognition, touch, gesture, physical button, and eye tracking. Furthermore, regarding the glass window locations, users prioritized the front of the driver's seat to the back. According to the demographic analysis on gender, there were no significant differences except for two functions. Therefore this showed that the guidelines of male and female can be commonly applied. Through user requirement analysis about individual elements, this study provides the guides about the requirement in each element to be applied to commercialized product with priority.

A study on the preference between emotion of human and media genre in Smart Device (스마트 디바이스 기반의 인간의 감정과 미디어 장르 사이의 선호도 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.59-66
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    • 2015
  • To date, contents' usability of most multimedia devices has been focused on developer not on user, which made difficult in solving the problems or fulfilling the needs while people using real system. Although user-centered UX and UI researches have been studied and have resulted in innovation in some part, it does not show great effect on usability as it is not easy to interpret human emotions and needs and to apply those to system. Usability is the matter on how deeply smart devices can interpret and analyze human mind not on how much functions and technologies are improved. This study aims to help with usability improvement based on user when people use smart devices in multimedia environment. We studied the interaction between human and contents by analyzing the effect of human emotions and personalities on preference and consumption of contents' type. This study was done by assuming that proper analysis on human emotions may increase user satisfaction on multimedia environment. We analyzed contents preference by gender and emotion. The results showed that there is significant relationship between 'Happy' emotion and 'Comedy Program' preference and men are more prefer it than women. However, it does not reveal any significant relationship between 'Sad' emotion and contents preferences but women are slightly more prefer 'Comedy Program' than men. This result supports the Zillmann's 'mood based management', which suggests that the needs for pleasant contents are revealed to relieve sadness when people are in a sad mood. In addition, our finding corresponds with Oliver's insistence on meeting all four factors, insight, meaningfulness, understanding and reflection, rather than just pleasure for more satisfaction. This study focused on temporary emotional factors and contents and additionally on effect of users' emotion, personality and preference on type of contents consumption. This relationship between emotions and contents study would suggest the better direction for developing smart devices with great contents usability and user satisfaction in the future.

A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization (주관적인 가상 실감화 측정 방법에 대한 시각적 요소 평가 연구)

  • Won, Myeung-Ju;Park, Sang-In;Kim, Chi-Jung;Lee, Eui-Chul;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.3
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    • pp.389-398
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    • 2012
  • Virtual worlds have pursued reality as if they actually exist. In order to evaluate the sense of reality in the computer-simulated worlds, several subjective questionnaires, which include specific independent variables, have been proposed in the literature. However, the questionnaires lack reliability and validity necessary for defining and measuring the virtual realization. Few studies have been conducted to investigate the effect of visual factors on the sense of reality experienced by exposing to a virtual environment. Therefore, this study was aimed at reinvestigating the variables and proposing a more reliable and advisable questionnaire for evaluating the virtual realization, focusing on visual factors. Twenty-one questions were gleaned from the literature and subjective interviews with focused groups. Exploratory factor analysis with oblique rotation was performed on the data obtained from 200 participants(females: 100) after exposing to a virtual character image described in an extreme way. After removing poorly loading items, remained subsets were subjected to confirmatory factor analysis on the data obtained from the same participants. As a result, 3 significant factors were determined to efficiently measure the virtual realization. The determined factors included visual presence(3 subset items), visual immersion(7 subset items), and visual interactivity(4 subset items). The proposed factors were verified by conducting a subjective evaluation in which participants were asked to evaluate a 3D virtual eyeball model based on the visual presence. The results implicated that the measurement method was suitable for evaluating the degree of the virtual realization. The proposed method is expected to reasonably measure the degree of the virtual realization.

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Color Transformation of Images based on Emotion Using Interactive Genetic Algorithm (대화형 유전자 알고리즘을 이용한 감정 기반 영상의 색변환)

  • Woo, Hye-Yoon;Kang, Hang-Bong
    • The KIPS Transactions:PartB
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    • v.17B no.2
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    • pp.169-176
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    • 2010
  • This paper proposes color transformation of images based on user's preference. Traditional color transformation method transforms only hue based on existing templates that define range of harmonious hue. It does not change saturation and intensity. Users would appreciate the resulting images that adjusted unnatural hue of images. Since color is closely related to peoples' emotion, we can enhance interaction of emotion-based contents and technologies. Therefore, in this paper, we define the range of color of each emotion for the transformation of color and perform the transformation of hue, saturation and intensity. However, the relationship of color and emotion depends on the culture and environment. To reflect these characteristics in color transformation, we propose the transformation of color that is based on user's preference and as a result, people would be more satisfied. We adopt interactive genetic algorithm to learn about user's preference. We surveyed the subject to analyze user's satisfaction about transformed images that are based on preference, and we found that people prefer transformed images to original images. Therefore, we conclude that people are more satisfied with the transformation of the templates which reflected user's preference than the one that did not.

A Study on the Resilience of Fire-fighters: Analysis of the Moderating Effect on the Relationship between Job Stress, Job Burnout, and Job Satisfaction (소방공무원 회복탄력성에 대한 연구: 직무스트레스와 직무소진, 직무만족 간 영향관계에서의 조절효과 분석)

  • Lee, Jae-Moo;Kim, Jun-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.690-701
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    • 2021
  • This study examines the effects of job stress on fire-fighters' job performance on negative job factors, job burnout, and positive job factors, job satisfaction, respectively, and by examining whether resilience has a modulating effect in these influence relationships. This was done to provide useful information for planning management strategies. The analysis was done by regression analysis of data collected through a structured survey of 239 fire-fighters, and the moderating effect was confirmed by calculating and applying the interaction term. For the analysis, a structured questionnaire survey was conducted on 239 fire-fighters. As a result of the analysis, it was confirmed that job stress and job burnout of fire-fighters were low, job satisfaction was normal, and resilience was above average. Also, there was no significant difference in resilience according to demographic characteristics, and it was found that job stress had a positive(+) influence on job burnout at a statistically meaningful level, and a negative(-) influence on job satisfaction. In addition, it was found that impulse control power and cause analysis power had a moderating effect in the influence relationship between job stress and job burnout, and impulse control power had a moderating effect in the influence relationship between job stress and job satisfaction. Based on these results, it was proposed to preemptively apply various resilience programs suitable for the situation of fire-fighters, enhance emotional competence, and introduce coaching personnel to help self-reflection.

A Marketing Theory-Based Approach to Customer's Perceived Shopping Experience (고객의 지각된 쇼핑경험에 대한 마케팅 이론적 접근)

  • Yoon, Sung-Joon;Choi, Dong-Choon
    • Asia Marketing Journal
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    • v.10 no.1
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    • pp.95-131
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    • 2008
  • This study serves the main research purpose of verifying the hypothetical relationship between antecedent and consequence variables of shopping experience based on the classification system by Schmitt (1999) who dimensionalized experience into five components (sense, feel, think, act, relate). Specifically, the study seeks to fulfill the following three research objectives. First, it substantiates dynamic relationships among the five experiential components comprising the strategic experiential modules that serve as the basis of the theoretical framework of the study. Especially, it focuses on interactive relationships among the experiential components by taking a holistic view of the experience. Second, the study seeks to uncover the effects of pre-experiential antecedents such as shopping motivation and shopping involvement, based on taxonomy of motivation as product-centered vs. experience-centered. Third, the study investigates the effects of shopping experience on intention to revisit with regard to department store, discount store, and Internet shops, based on customers' store experiences. The major findings from this study are as follows: first, the five experiential components were found to have a high level of correlations according to hypothesis verification. Second, shopping motivation was learned to have significant effects on preference toward thinking as well as feeling experiences. That is, product-centered (vs. experience-centered) shopping motivation exerted a greater influence on cognitive (vs. affective experience than affective (vs. cognitive) experience.

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Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.359-383
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    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.

A Study on the Prospect of Implementing a Public Common Practice of Ethics Based upon the Reordering Works of Heaven and Earth (천지공사의 공공윤리 실천전망에 관한 연구)

  • Kim, Yong-Hwan
    • Journal of the Daesoon Academy of Sciences
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    • v.28
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    • pp.37-72
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    • 2017
  • The purpose of this article is to study the prospect of implementing a public common practice of ethics based on the 'Reordering Works of Heaven and Earth.' The 'Reordering Works of Heaven and Earth' demonstrated the prospect of a public common practice of ethics through the shared public action that would connect and mediate both the public domain and the private domain. In addition, the 'Reordering Works of Heaven and Earth' of Gucheon Sangje (九天上帝) provided us with a complete transformation, meaning the opening of a new era, transforming heaven and earth from their state in the Prior World to their optimized state in the Later World. This culminates in a new manifestation of a peaceful world revealed a prosperity and the prospect of common happiness and common order for the public. In addition, the 'Reordering Works of Heaven and Earth' has a public value as a religious culture that responds to social change and social needs. The 'Reordering Works of Heaven and Earth' revealed the prospect of a public common practice of ethics, placed importance on creating a new foundation, and restoring phenomena back to its original order. The 'Reordering Works of Heaven and Earth' presented various multi-faceted, multi-layered outlets of soteriology while exploring solutions to public issues and revealing human dignity. Through the new construction of Heaven and Earth, Gucheon Sangje had intervened in projects for human relief. The public ethical indicators of 'the actor' here are in line with those of the 'Non-action Tao' of Laozi. As the cosmos enters into the new epoch, humans have living together with the previous cosmic principle. Now we can expect the Prior World to open into a different era as humans embrace a cosmic life of 'Non-action Tao.' The active conjunction of the virtues of yin and yang is an idea of horizontal communication related to reordering of the universe. The harmonious union of divine beings and human beings suggests the way of enabling vertical communication. The resolution of grievances for the mutual beneficence of life is an ethics of peace that aims at achieving coexistence and prosperity. The private realization of Tao and the completion of the Tao in the world suggest the prospect of a common practice of ethics as means of implementing human dignity.