• Title/Summary/Keyword: 지각방식

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An Analysis of Behavior between Young and Old Users on Web Navigation (웹 네비게이션에서 일반 사용자와 고령 사용자의 행위 분석)

  • Bae, Yoon-Sun
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.161-170
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    • 2006
  • In this study, I would like to suggest an idal model of web navigation design which can enhance users' web usability. I would like to prove that when users enjoy web navigation design, they access information much more effectively. Using a survey, I suggest some types of web navigation design for users. After that, I conducted an experiment with 4 types of web navigation designs, which have been developed to reflect varying stages of comprehensibility. My survey focused on three points. First I measured the time they spent to search for information. Secondly, I tested whether they lost their way while searching for information and if they did lose their way, I checked whether they could recover from their errors and find their way back. Thirdly, I investigated whether layout, location and size of the web navigation design factors affected usability. The results of my survey indicated that users spend the shortest time, have the easiest interface, and have least error incidence under the web navigation design to enhance old-aged users' web usability. Thus, developing a universal web navigation design can encourage people to be more involved with the internet.

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The Effect of AI Agent's Multi Modal Interaction on the Driver Experience in the Semi-autonomous Driving Context : With a Focus on the Existence of Visual Character (반자율주행 맥락에서 AI 에이전트의 멀티모달 인터랙션이 운전자 경험에 미치는 효과 : 시각적 캐릭터 유무를 중심으로)

  • Suh, Min-soo;Hong, Seung-Hye;Lee, Jeong-Myeong
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.92-101
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    • 2018
  • As the interactive AI speaker becomes popular, voice recognition is regarded as an important vehicle-driver interaction method in case of autonomous driving situation. The purpose of this study is to confirm whether multimodal interaction in which feedback is transmitted by auditory and visual mode of AI characters on screen is more effective in user experience optimization than auditory mode only. We performed the interaction tasks for the music selection and adjustment through the AI speaker while driving to the experiment participant and measured the information and system quality, presence, the perceived usefulness and ease of use, and the continuance intention. As a result of analysis, the multimodal effect of visual characters was not shown in most user experience factors, and the effect was not shown in the intention of continuous use. Rather, it was found that auditory single mode was more effective than multimodal in information quality factor. In the semi-autonomous driving stage, which requires driver 's cognitive effort, multimodal interaction is not effective in optimizing user experience as compared to single mode interaction.

Real-time Implementation of a GSM-EFR Speech Coder on a 16 Bit Fixed-point DSP (16 비트 고정 소수점 DSP를 이용한 GSM-EFR 음성 부호화기의 실시간 구현)

  • 최민석;변경진;김경수
    • The Journal of the Acoustical Society of Korea
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    • v.19 no.7
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    • pp.42-47
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    • 2000
  • This paper describes a real-time implementation of a GSM-EFR (Global System for Mobil communications Enhanced Full Rate) speech coder using OakDSP core; a 16bit fixed-point Digital Signal Processor (DSP) by DSP Group, Inc. The real-time implemented speech coder required about 24MIPS for computation and 7.06K words and 12.19K words for code and data memory, respectively. The implemented GSM-EFR speech coder passes all of test vectors provided by ETSI (European Telecommunication Standard Institute), and perceptual speech quality measurement using MNB algorithm shows that the quality of the GSM-EFR speech coder is similar to the one of 32kbps ADPCM. The real-time implemented GSM-EFR speech coder which is the highest bit-rate mode of the GSM-AMR speech coder will be used as the basic structure of the GSM-AMR speech coder which is embedded in MODEM ASIC of IMT2000 asynchronous mode mobile station.

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The Empirical Analysis of Differences in Recognition of the Genders in the Media Facade (LED 미디어파사드에 있어 남녀에 따른 인지정도의 실증분석)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.96-105
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    • 2015
  • Recently, the Department has utilized the media facade as a means to attract new customers and promotional tools. In particular, we checked the rate of customer's gender who visited a large department store. The ratio of women's visit is 4.6 times more than men. This can confirm the need to produce a differentiated content of LED media facade by gender. This study are subject to an empirical analysis of differences of perception of evaluation factors of media facade in gender. At first we specified four factors which can evaluate the media facade according to gender by previous studies. There are aesthetics, artistry, comfort and harmony. And the hypothesis was set as "Each factor might be differences between the recognition of their gender" In order to verify a hypothesis the country's large department store was selected and experiment was performed. In the result of the experiment, among the four factors, aesthetics, creativity, and harmony were chosen, while comfort was dismissed. This results confirm that the following factors are needed to attract more women's customer at the department such as combination of space and media facade, combination of shape and color, appropriateness of the information and beautiful place, and directing way of content.

A Study on the Meaning of Myth and Sign in the Matter of Cultural Modernization of Architecture - focused on the thinking of Ernst Cassirer and Charles Sanders Peirce - (건축의 문화적 현대화에 있어 신화와 기호의 의미에 관한 연구 -철학가 카시러와 기호학자 퍼스의 사유방식을 중심으로-)

  • Byun, Tae-Ho
    • Journal of architectural history
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    • v.12 no.4 s.36
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    • pp.49-62
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    • 2003
  • Vesely explains, the main source of our confusion and nihilism comes most probably from the ambiguous relationship between modem architecture, technology and aesthetics. Also, to overcome such crucial problems, many theorists recently emphasize to take part in cultural civilization and to preserve creative genes of great culture that is based on our interpretation of 'ethical and mythical nucleus of mankind,' rather than in technical modernization that constitutes a sort of subtle destruction of mytho-ethical nucleus of a society. They for architecture also strongly stress on a mythopoetic imagination and an ontological construction of building, which could make a form symbolic and mythical rather than mathematical and aesthetic representation. On this point, 'myth' becomes a vital idea for constructing and construing architectural form and space. And it is also one of the essential concepts to understand both the motive power of cultural continuation of place and the meaning of architecture. Nevertheless, its meaning and the citation of word in architectural essay are still obscure. It might be because the original concept of myth not only has been lain in the matter of philosophical contemplation. Thus, the intention of the research is focused on lightening the meaning of myth in architectural term. Especially, it is, first, concentrated on interpreting philosopher Ernst Cassirer's reflections which were written in order to emphasize the importance of 'mythical consciousness' for the world's cultural civilization. And, the second, it will continue to interpret the myth as a sign within the semiotic concept of Charles Sanders Peirce, and further to emphasis the significance of mythic signs for the continuance of artistic and cultural idea including architecture. The contents of the paper is not that of architectural planning and design methodology, rather architectural philosophy and epistemology. Nevertheless, in regard to architecture, the research will, against today's un-discriminated use of symbolic motifs and instrumental representation of form, suggest a concrete architectural and aesthetic theory of myth and sign, especially of the relationship between the idea of semiology and the function of cultural continuity.

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Development of Measurement Method and Contents for Unilateral Neglect using Eye-tracking Technique (시선추적기법을 적용한 편측무시 측정 방법 및 개선 콘텐츠 개발)

  • Choi, Junghee;Shin, Sung-Wook;Moon, Ho-Sang;Goo, Sejin;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.187-195
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    • 2018
  • In this study, using real-time gaze tracking and head tracking method, we intended to quantitatively evaluate the deviation between the patient's head and gaze direction while minimizing inspection errors due to apraxia of conventional paper-based examination respectively. As a result, we developed a software that can quantitatively measure gaze and head movement information, and computerized the line bisection and star cancelation test, which are generally used as conventional paper test. In addition, for the rehabilitation training, contents corresponding to the visual technology of Warren's visual hierarchical model lower level are implemented and can be performed repetitively and independently. This allows the patient to actively participate in rehabilitation and quantitatively compare the degree of improvement.

Hospitalization Stress in Child : Concept Analysis (아동의 입원 스트레스에 대한 개념분석)

  • Lee, Young-Ok
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.327-335
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    • 2020
  • The purpose of this study was to investigate conception of children's hospitalization stress and to make clear concepts, and to use Walker & Avant's concept analysis method. Children's hospitalization stress attributes were derived from physiological changes, individual-environmental interactions, cognitive and psychosocial developmental stage responses, and intrinsic and outward changes due to coping styles. The prerequisites for hospitalization stress of children were disease severity, biological factors, and support system, and the results were hospitalization adaptation, disease and health recovery, improvement of child development, and acquisition of coping skills. In order to solve the prerequisites for Hospitalization stress of children, it is necessary to be aware of the disease and to establish a support system of parent-family. Afterwards, we suggest more qualitative research on the hospitalization stress of children, the development of tools that reflect the characteristics of the hospitalization stress of children, and the development of programs to solve the Hospitalization stress.

Effect of Multiple Injection on the Performance and Emission Characteristics of Lean Burn Gasoline Direct Injection Engines (다단분사가 초희박 GDI 엔진의 성능 및 배기에 미치는 영향)

  • Oh, Jin-Woo;Park, Cheol-Woong;Kim, Hong-Suk;Cho, Gyu-Baek
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.36 no.2
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    • pp.137-143
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    • 2012
  • Currently, in order to meet the reinforced emissions regulations for harmful exhaust gas including carbon dioxide ($CO_2$) as a greenhouse gas, technologies for reducing $CO_2$ emission and fuel consumption are being developed. Gasoline direct injection (GDI) systems have the advantage of improved fuel economy and higher power output than port fuel injection gasoline engine systems. The aim of this study is to examine the performance and emission characteristics of a lean burn GDI engine equipped with spray-guided-type combustion system. Stable lean combustion was achieved with a late fuel injection strategy under a constant operating condition. Further improvement in specific fuel consumption is possible with the introduction of multiple fuel injection strategies, which also increases hydrocarbon (HC) and nitrogen oxide ($NO_x$) emissions and decreases carbon monoxide (CO) emission.

(<한국어 립씽크를 위한 3D 디자인 시스템 연구>)

  • Shin, Dong-Sun;Chung, Jin-Oh
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.362-369
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    • 2006
  • 3 차원 그래픽스에 적용하는 한국어 립씽크 합성 체계를 연구하여, 말소리에 대응하는 자연스러운 립씽크를 자동적으로 생성하도록 하는 디자인 시스템을 연구 개발하였다. 페이셜애니메이션은 크게 나누어 감정 표현, 즉 표정의 애니메이션과 대화 시 입술 모양의 변화를 중심으로 하는 대화 애니메이션 부분으로 구분할 수 있다. 표정 애니메이션의 경우 약간의 문화적 차이를 제외한다면 거의 세계 공통의 보편적인 요소들로 이루어지는 반면 대화 애니메이션의 경우는 언어에 따른 차이를 고려해야 한다. 이와 같은 문제로 인해 영어권 및 일본어 권에서 제안되는 음성에 따른 립싱크 합성방법을 한국어에 그대로 적용하면 청각 정보와 시각 정보의 부조화로 인해 지각의 왜곡을 일으킬 수 있다. 본 연구에서는 이와 같은 문제점을 해결하기 위해 표기된 텍스트를 한국어 발음열로 변환, HMM 알고리듬을 이용한 입력 음성의 시분할, 한국어 음소에 따른 얼굴특징점의 3 차원 움직임을 정의하는 과정을 거쳐 텍스트와 음성를 통해 3 차원 대화 애니메이션을 생성하는 한국어 립싱크합성 시스템을 개발 실제 캐릭터 디자인과정에 적용하도록 하였다. 또한 본 연구는 즉시 적용이 가능한 3 차원 캐릭터 애니메이션뿐만 아니라 아바타를 활용한 동적 인터페이스의 요소기술로서 사용될 수 있는 선행연구이기도 하다. 즉 3 차원 그래픽스 기술을 활용하는 영상디자인 분야와 HCI 에 적용할 수 있는 양면적 특성을 지니고 있다. 휴먼 커뮤니케이션은 언어적 대화 커뮤니케이션과 시각적 표정 커뮤니케이션으로 이루어진다. 즉 페이셜애니메이션의 적용은 보다 인간적인 휴먼 커뮤니케이션의 양상을 지니고 있다. 결국 인간적인 상호작용성이 강조되고, 보다 편한 인간적 대화 방식의 휴먼 인터페이스로 그 미래적 양상이 변화할 것으로 예측되는 아바타를 활용한 인터페이스 디자인과 가상현실 분야에 보다 폭넓게 활용될 수 있다.

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The Sequential Effects of Site and Customer Characteristics of Internet Shopping Malls on Perceived Risks and Purchase Intention (인터넷 쇼핑몰의 사이트 특성과 사용자의 특성이 지각된 위험과 구매의도에 미치는 영향)

  • Jeong, Seung-Ryul;Kang, Young-Shin;Lee, Choon-Yeul
    • The KIPS Transactions:PartD
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    • v.14D no.4 s.114
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    • pp.407-420
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    • 2007
  • The purpose of this study is to examine the effects of the site characteristics and the customer characteristics of Internet shopping malls on perceived risk and purchase intention. In order to fulfill this objective, we employ the survey methodology to gain data and analyze them using a structural equation model. The results of this study show that both the site characteristics and the customer characteristics of Internet shopping malls did not have a direct effect on purchase intention. Instead, perceived risk has effects on purchase intention. This implies that perceived risk is playing an important role in e-commerce.