• Title/Summary/Keyword: Application of Emotion and Sensibility

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City design identity with application of the region's emotional image factors (감성적 지역 이미지요소를 적용한 도시디자인 아이덴티티)

  • Heo, Seong-Cheol;Hong, Seong-Soo;Kim, Eok
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.307-316
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    • 2009
  • The basic objective of this study is to suggest the city image ideas and methods of application based on the analysis of the regional characteristics and image factors in making proposal for integrated design for public facilities. Through understanding and analyzing natural, environmental, industrial characteristics, the city was subdivided into urban, marine, inland, and industrial complex areas. Also, local residents' attitude survey and the city's cultural iconic image survey analysis was performed simultaneously, and the survey results were used to establish the strategy for Pohang's city design identity and were applied in public facility design development process. Developing from the identity motive, "texture", the images of "iron", "marine", "science" were selected as core image of identity and were applied as design factors. Four unique colors were selected for each areas based on scenery color analysis. For facilities that needed to be installed separately in all four areas, "application of color and material consistency" and "application of shape consistency and partial color diversity consistency" were suggested to integrate the image of the city as a whole through establishing distinctive image for each area.

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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
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    • v.12 no.4
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    • pp.501-510
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    • 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.

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Development of Fuzzy Membership Function for Emotional Satisfaction Quantification (감성 만족도의 정량화를 위한 퍼지 소속 함수 개발)

  • Park, Jun-Seok;Myeong, No-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.2
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    • pp.37-54
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    • 2004
  • Fuzzy theory provides an intelligence treatment model for judgement about information when it needs a solution or a decision making about vague problems. Therefore, fuzzy theory is used for appropriate evaluation and decision on obscure information as human's emotion in human factors, In previous study, fuzzy membership function is defined for judgement infOlmation as human's emotion then ultimate results are deducted through fuzzy inference model. This method uses general CWTent through literature review or max, min and average as representative statics value about considering variables. But, this method makes away with nonlinear's or inegular's factors of human sensibility. Accordingly, application of this method leads to considerable loss of information in the ultimate evaluation. For that reason, this method has a limitation in objective evaluation of human factors. So, this study focuses on development of fuzzy membership function, which evaluates human's emotion or feeling accurately and objectively. We used the regression analysis and reasoned a fuzzy membership function about the relation of the variables. Then we verified the adequacy with the reliability through the experiment after this.

Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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A Research on Design Direction for the Smart Walking Wear to Support Walking Exercise for the Baby Boomer Group (베이비부머 집단을 위한 보행 운동용 스마트 워킹웨어의 디자인 방향 연구)

  • Ban, Hyunsung;Hwang, Sujung;Kim, Sinhye;Lee, Joohyeon
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.129-140
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    • 2018
  • This study aimed to analyze consumers' acceptance of sports applications and smart sportswear to better design technology-enhanced walking exercise wear for the Baby Boomer generation based on their cohort characteristics. A questionnaire with items related to acceptance of existing smart sportswear design, functionality, and usability as well as existing sports application design, functionality, and usability was sent to consumers aged 50-65. Of 163 questionnaires distributed, 150 were used for analysis. The results showed that middle-aged consumers were aware of smart sportswear's functional stability, but were concerned about care, durability, and convenience. Middle-aged consumers were also aware of sports applications as educational functions for obtaining new information. Additionally, they found sports applications to have lower perceived convenience and accessibility relative to the young generation, highlighting the need for simple instructions and explanations for sports application planning. Based on these results, we propose "Everyday design for general sportswear," "Functions based on consumer's preference," "Enhanced design for durability and management convenience" for designing and planning walking exercise wear for middle-aged consumers, and "Convenient application organization" and "Educational exercise contents" for application planning for walking exercises.

Influence of Serendipity caused by Interaction towards User Experience in Mobile Application (모바일 애플리케이션에서 인터랙션으로 인한 세렌디피티가 사용자 경험에 미치는 영향)

  • Cho, In-Seong;Seo, Ji-Hee;Lee, Minju;Hur, So-Im;Lee, Yoon-Ji;Lee, Hyoseon
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.59-74
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    • 2015
  • When product or service provides unexpectedness the user would be satisfied, and lately some mobile applications and web services provide those unexpectedness. However, unexpectedness itself can make negative effects such as decrease of the ease of use, still studies about mobile application are focused on satisfaction from the usability. Therefore, we would study experimentally user experience changes caused by unexpectedness using serendipity in mobile application UX, and observe how those changes to affect to user satisfaction. In other words, we observed the relationship between factors such as the unexpectedness caused by interactions of mobile application, the serendipity provided game, perceived newness, perceived ease of use, perceived usability, and satisfaction. As a result, the serendipity has positive effect to the perceived newness and negative effect to the perceived ease of use, and perceived newness and perceived ease of use affect to perceived usability positively, and all three factors are have positive effects to the use satisfaction.

Development of Smart Switchgear for Versatile Ventilation Garments: Optimum Diameter and Voltage Application Unit Time of One-way Shape Memory Alloy Wire for a Bi-directional Actuator (가변 통기성 의복을 위한 스마트 개폐장치 개발: 양방향 작동 액추에이터 제작을 위한 일방향 형상기억합금 와이어의 최적 직경 및 전압인가 단위시간의 도출)

  • Kim, Sanggu;Kim, Minsung;Yoo, Shinjung
    • Science of Emotion and Sensibility
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    • v.21 no.2
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    • pp.137-144
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    • 2018
  • The study figured out the operational conditions of a two-way movement actuator made of one-way shape memory alloy (OWSMA) for versatile ventilation intelligent garments. To develop a low-power actuator that consumes energy only when a garment changes its form such as opening and closing, multiple channels of OWSMA were used, and optimum diameter of the wires was examined. For the switch device, optimum voltage application unit time was determined. Optimum diameter of OWSMA wire was determined by applying 3.7V to the pre-determined candidate diameters, which demonstrated two-way operation in previous studies. In order to evaluate the optimum voltage application time, the internal diameter of the actuator was measured while increasing and decreasing by 50 ms from the unit time of voltage application. Delay time under two-way operation of the actuator was measured to minimize interference caused by heat between channels. Power of 3.7V was applied to OWSMA for assessment of optimal time, and the whole process from heating to cooling was video-recorded with a thermal image camera to determine the point of time at which the temperature of OWSMA wire dropped below the phase transformation temperature. The results showed that $0.4{\Phi}$ was the most suitable diameter, and the optimum unit time of voltage applied to open and close the actuator was 4100ms. It was also shown that the delay time should be more than 1.8 seconds between two-way operations of the actuator.

Study on input data for developing virtual fitting model at internet apparel shopping sites and comparison of the results (인터넷 의류 판매 사이트의 가상피팅모델 구축을 위한 입력정보 종류와 결과 비교)

  • 천종숙;최현영
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.1-10
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    • 2002
  • A web based virtual try-on provides customers a more enjoyable shopping experience that visualize clothes on personal mannequin. The researchers compared virtual fitting models which were developed in 2000 at Korea and in 2000 and 2002 at U.S. The results of this study as follows: The information about user's body size was required to input for selection of a virtual fitting model. 7 to 19 different body size, shape, and face features including weight and height were needed for visualizing virtual fitting model. The body type of the U.S virtual fitting model(My virtual model) was selected by front view silhouette for women, and by shoulder width and midriff silhouette for men. The more detailed information was required for developing Korean virtual fitting model. The additional body size information required in the site were leg and arm lengths, waist length, and thigh and ankle circumferences. The body proportion of Korean cyber personal mannequin was longer and narrower than the U.S cyber personal mannequin. It was recommended that standardized body length, width, and depth proportions calculated from national anthropometric data must be applied for developing Korean virtual fitting model. With application of more detailed information on face feature and advanced graphic image technology the 'My virtual model in 2002 resembled the human body shape of various race.

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Comparative Study in National Characteristics of Robot Design - with the focus on use of Interactive Mapping - (주요 로봇 개발 국가의 로봇 디자인 성향 비교연구 - 인터랙티브 맵핑을 중심으로)

  • Kim Hyung-Keun;Lee Kun-Pyo;Kim Sang-Ryong;Park Jung-Mi
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.303-312
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    • 2005
  • The goal of this study is to deepen the understanding of robot business and application, and examine the relationships and development trends of robot evaluation scales. Through interactive mapping, 113 types of robot data samples were realized to be placed on seven evaluation scales and reference on specific information of each items were allowed. Also, by examining the robot development trends among different countries through interactive mapping, the trends could be largely divided into American, European, Japanese, and Korean. Throughout various parts of the evaluation scale, American and European views were found to consider robots mainly as tools. On the other hand, Japanese and Korean views considered robots as a 'partner' or 'neighbour' and were working to satisfy these aspects.

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The Proposal of Implementation Plans for Brand-centered Design Leadership (브랜드 중심의 디자인리더십 실행방안 제안에 관한 연구)

  • Kim, Eun-Young;Lee, Jin-Ryeol
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.445-458
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    • 2011
  • This study aims to propose management items and implementation plans that can be used to manage the following topics: what components should be managed to ensure effective implementation of design leadership, which is critical to today's business management? And are all parts of a company established in accordance with the brand concept, thereby ensuring brand-oriented design leadership? Firstly, this study divided the components of design leadership management into, in a broad sense, vision, culture and platform, established sub-components that should be considered in managing each higher component, and suggested implementation plans for each component. Secondly, the implementation plans for each component were classified into workforce structures, development of brand penetration programs, distribution of time and material resources and application of identity programs. Also, each classified item was further categorized and detail implementation plans for each item were suggested. The outcomes of this study can be utilized as guidelines to evaluate whether each component is properly managed in implementing design leadership. It is also expected that these will serve as useful guides for designers, managers and consultants.

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