• Title/Summary/Keyword: 사용자 경험 차이

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Development of a Modular Clothing System for User-Centered Heart Rate Monitoring based on NFC (NFC 기반 사용자 중심의 모듈형 심박측정 의류 시스템 개발)

  • Cho, Hakyung;Cho, SangWoo;Cho, Kwang Nyun
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.51-60
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    • 2020
  • This study aimed to develop a modular smart clothing system for heart rate monitoring that reduces the inconvenience caused by battery charging and the large size of measurement devices. The heart rate monitoring system was modularized into a temporary device and a continuous device to enable heart rate monitoring depending on the requirement. The temporary device with near-field communication (NFC) and heart rate sensors was developed as a clothing attachment type that enables heart rate monitoring via smart phone tagging when required. The continuous device is based on Bluetooth Low Energy (BLE) communication and batteries and was developed to enable continuous heart rate measurement via a direct connection to the temporary device. Furthermore, the temporary device was configured to connect with a textile electrode made of a silver-based knitted fabric designed to be located below the pectoralis major muscle for heart rate measurement. Considering the user-experience factors, key functions, and the ease of use, we developed an application to automatically log through smart phone tagging to improve usability. To evaluate the accuracy of the heart rate measurement, we recorded the heart rate of 10 healthy male subjects with a modular smart clothing system and compared the results with the heart rate values measured by the Polar RS800. Consequently, the average heart rate value measured by the temporary system was 85.37, while that measured by the reference device was 87.03, corresponding to an accuracy of 96.73%. No significant difference was found in comparison with the reference device (T value = -1.892, p = .091). Similarly, the average heart rate measured by the continuous system was 86.00, while that measured by the reference device was 86.97, corresponding to an accuracy of 97.16%. No significant difference was found in terms of the heart rate value between the two signals (T value = 1.089, p = .304). The significance of this study is to develop and validate a modular clothing system that can measure heart rates according to the purpose of the user. The developed modular smart clothing system for heart rate monitoring enables dual product planning by reducing the price increase due to unnecessary functions.

The Effect of the Whole Experience of Online Brand on the Consumer-Brand Relationship, Brand Attachment and Brand Commitment : With the Users of Naver Brand Cafe (온라인 브랜드의 총체적 체험이 소비자-브랜드 관계 및 브랜드 애착, 브랜드 몰입에 미치는 영향 - 네이버 브랜드 카페 사용자들을 중심으로 -)

  • Han, Kwang-Seok
    • Management & Information Systems Review
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    • v.30 no.1
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    • pp.159-185
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    • 2011
  • We can divide brand experience in the brand community of online blog into the following five types: sensuous experience, emotional experience, cognitive experience, behavioral experience, and relational experience. And this study is aimed at looking into what differences are among the effects those five have on the consumer-brand relationship. Also we wanted to analyse empirically what structural relations this consumer-brand relationship through the whole experience has with brand attachment and brand commitment. The outcome shows that emotional experience, cognitive experience and relational experience affect the consumer-brand relationship but sensuous experience and behavioral experience. And our analysis of what structural relations the consumer-brand relationship through brand experience has with brand attachment and brand commitment revealed that the consumer-brand relationship through brand experience has a direct effect on brand attachment but it doesn't have on brand commitment. Brand commitment was confirmed to be affected only through brand attachment. Finally, this is in agreement with the result of the precedent study that brand commitment is an effect variable of brand attachment.

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The study of smart farm sensing device in Jeonbuk province (전북지역 스마트 온실의 센서 활용에 대한 연구)

  • Lee, Choong Ho;Kim, H.Y.;Jung, Y.J.;Yang, S.H.
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 2017.04a
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    • pp.134-134
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    • 2017
  • 전북지역의 130여개 스마트온실 중에서 주요한 10여개의 주요 온실에 대한 온습도, 이산화탄소, 광센서 및 기타 센서의 사용실태에 대한 조사를 수해하였다(2016년 9월~12월). 온실의 선정은 온실의 종류(비닐/유리)와 복합제어기 종류(국산/외산)를 중심으로 조사하였다. 국내외 업체의 장단점, 스마트기기의 활용과 문제점, 클라우드 기반의 3세대 한국형 스마트온실의 적용기반에 대한 조사를 수행하였다. 융복합 제어기와 센서는 자체의 신뢰성 이외에 운용상의 알고리즘 차이에서 오는 문제로 인해 농가에서 측정결과에 대한 신뢰성이 낮고, 측정이 부정확하고 일일측정 데이터에 대한 활용이 어렵고, 설정 값을 사용자가 직접 계산하고 값들을 입력해주어야 한다는 단점에 대한 의견이 대부분이다. 외국 제품은 데이터 측정값의 활용이 용이하고 복합 환경 상황에 알맞게 자동 계산 시스템이 체계적으로 작동하여 제어에 반영되며 국내 업체 설정 값의 범위보다 세밀하게 설정이 가능하다는 장점이 있으나 설치비용이 국내대비 3~4배 높고 고장 시 A/S가 느린 편이며 영어로 구성된 복잡한 시스템이기 때문에 100% 활용하기 어렵다는 단점이 있다. 스마트기기 활용은 복합 환경제어를 하는 농가이면 국내 업체와 외국 업체 모두 활용하고 있으며 주로 스마트 폰으로 사용되고 전용 어플이 아닌 PC원격 제어 소프트웨어인 팀뷰어(Teamviewer)를 이용하여 복합제어기 PC를 직접 조작하여 사용한다. 클라우드 활용으로는 복합환경제어기 회사에서 작물별 제어 방법과 데이터 정보를 제공하지 않는 점에 대한 농가의 불편함이 많은 편으로 작물별 농사방법이 많고 지역별 농사방법이 다르기 때문에 조사한 전북지역의 농가 10곳 모두 클라우드를 사용하지 않는 것으로 조사되었다. 다양한 온실 및 생육환경에 따른 표준화된 운영의 문제점을 개선하여 스마트팜에서 중요한 역할을 수행하는 복합센서의 표준시험방법과 절차를 개발하여 관련산업의 발전에 응용할 필요성이 있으며 단순한 하드웨어의 표준화 또는 개선방향보다는 농가의경험과 누적된 토양,작물 등의 재배 생육정보를 이용한 작물생육모델과 온실모델의 일치를 통해 센서-생육환경예측-검증방법의 포준화가 필요한 것으로 사료된다.

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Smart Content Implementation Strategy for PyeongChang Winter Olympics (평창동계올림픽 스마트콘텐츠 구현전략)

  • Weon, Dal Soo
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.41-44
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    • 2016
  • Though expandeding rapidly in recent years in smart content market, it has been limited utiliztion of smart contents due to limitations of duration and characteristics in the host country. In the past two Olympics, it tried but is lack of leverage. In this study, we suggest the utilization of smart contents of Pyeong Chang Olympic Winter Games held in South Korea in 2018. It is expected to be a unique opportunity enabled the advent of smart content worldwide coupled with Tokyo, Beijing Olympics.

The positive effect of motion platform in virtual navigation (가상주행에서 모션플랫폼의 긍정적인 효과)

  • 김영윤;김은남;고희동;김현택
    • Science of Emotion and Sensibility
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    • v.6 no.1
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    • pp.11-16
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    • 2003
  • In this study, we examined the evaluation of virtual Reality (VR) according to the use of motion platform. We recorded electrogastrogram, skin conductance, blood volume, skin temperature, heart rate, and the frequency of eyeblink before, during, after virtual navigation in 33 subjects. We used simulator sickness questionnaire, presence questionnaire , and self-report to evaluate cybersickness and presence in VR system. All subjects experienced VR two times in Motion platform condition and non-Motion platform condition at two-week intervals. Presence score of motion platform condition was greater than non-motion platform condition. The frequency and severity of cybersickness were significantly reduced in motion platform condition than non-motion platform condition. These results suggest that the use of motion platform that synchronizes visual presentation provides higher presence and reduces cybersickness.

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Analysis on User Sensitive Evaluations of Disposable and Reusable Sanitary Pads (일회용 및 다회용 생리대의 소비자 사용 평가)

  • Moon, Jeehyun;Jeon, Eunkyung
    • Science of Emotion and Sensibility
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    • v.17 no.2
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    • pp.77-84
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    • 2014
  • Menstruation being an inevitable phenomenon for every women, reducing the discomfort during the menstruation period is one of the important issues for women's well-being. This study was conducted through user evaluations on disposable pads and reusable pads to comprehend the discomfort factors of the sanitary pads and to provide basic information for improvement. Negative symptoms of the reponses on menstruation outnumbered the positive aspects, and the results suggested that menstruation period was perceived as a painful experience to women. There were difference between the negative and positive responses regarding the designs, functions, fittings, wearing sensations. and disposabilities of disposable pads and reusable pads. While disposable pads had the strength of convenient use, it had the weakness of wearing sensation, and while reusable pads had the strength of wearing sensation, it had the weakness of inconvenient keeping. When designs reflecting these results are made, it is expected to bring a synergy effect by bringing both a more pleasant menstruation period for the consumers and eventual profit to the manufacturers.

A Multiple User Class Congestion Pricing Model and Equity (혼잡통행료 산정모형의 개발 및 계층간 형평성 연구)

  • Im, Yong-Taek;Kim, Byeong-Gwan
    • Journal of Korean Society of Transportation
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    • v.25 no.5
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    • pp.183-193
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    • 2007
  • Traditionally, a congestion charge based on first-best congestion pricing theory, namely, the theory of marginal cost pricing theory, is equal to the difference between marginal social cost and marginal private cost. It is charged on each link so as to derive a user equilibrium flow pattern to a system optimal one. Based on this theory this paper investigates on the characteristics of first-best congestion pricing of multiple user class on road with variable demand, and presents two methods for analysis of social and spatial equity. For these purposes, we study on the characteristics of first-best congestion pricing derived from system optimal in time and in monetary unit, and analyze equity from this congestion pricing with an example network.

An Analysis on the Effect of the Korean Moral Values on Fondness for Game Users: Focusing on the Mediating Effect of Generation (한국의 도덕 가치관이 게이머 호감에 미치는 영향에 대한 분석: 세대의 매개효과를 중심으로)

  • Park, Hyun-Ah;Ryu, Seoung-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.294-302
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    • 2018
  • The regulation of the game industry by the Korean government is closely related to the specific regulatory behavior from their parents' generation regarding gaming behavior of their children. This is because there exists a gap in terms of digital culture experience between parents and children. This study examined the differences in how moral values affect the awareness or perceptions of the game users. In the results, the norm conformity was found to have a negative influence on the fondness for game users. Age was also shown to have a negative influence on the fondness for the game users. Based on these findings, we also found the mediating effect of age existed specifically with regard to the relation of norm conformity and the fondness for the game users. The results suggest that the game industry promotion policies of Korea should change their existing targets from focusing on everyone to just the elderly.

Perception of Virtual Assistant and Smart Speaker: Semantic Network Analysis and Sentiment Analysis (가상 비서와 스마트 스피커에 대한 인식과 기대: 의미 연결망 분석과 감성분석을 중심으로)

  • Park, Hohyun;Kim, Jang Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.213-216
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    • 2018
  • As the advantages of smart devices based on artificial intelligence and voice recognition become more prominent, Virtual Assistant is gaining popularity. Virtual Assistant provides a user experience through smart speakers and is valued as the most user friendly IoT device by consumers. The purpose of this study is to investigate whether there are differences in people's perception of the key virtual assistant brand voice recognition. We collected tweets that included six keyword form three companies that provide Virtual Assistant services. The authors conducted semantic network analysis for the collected datasets and analyzed the feelings of people through sentiment analysis. The result shows that many people have a different perception and mainly about the functions and services provided by the Virtual Assistant and the expectation and usability of the services. Also, people responded positively to most keywords.

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An Empirical Study for the Effects of Game Characteristics on Emotion and Customer Satisfaction in Game Portal Site (게임 특성이 게임포털 사이트에 대한 감정과 고객만족에 미치는 영향에 관한 연구)

  • Kim, Eun-Jung;Jang, Hyeong-Wook;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.23-38
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    • 2007
  • Since the players in online games seek fun, emotional aspects may be important factors in the pleasure-oriented information systems. This study attempted to verify the effects of characteristic factors of games (fun, challenge, compensation, and diversity) on emotion and customer satisfaction in game portal sites. The study established the research model on the foundation of precedent researches related to online games, emotion, and customer satisfaction. The study conducted online and offline survey on individuals with experiences in using online game portal sites. 206 samples were used to test the research hypotheses. By using Structural Equation Modeling, The study found the following results. First, it was revealed that characteristics of games had positive effects on emotion in game portal sites and indirect effects on user satisfaction. Second, the study analyzed the difference between low user group and high user group. It was revealed that the characteristics of games had positive effects on emotion in the low user group, but only challenge factor influenced on emotion in the high user group.

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