• Title/Summary/Keyword: Emotion Display

Search Result 128, Processing Time 0.022 seconds

Methodologies to Improve Emotional Image Qualities by Optimizing Technological Image Quality Metrics (기술적인 화질 지표 조절양 최적화를 통한 감성 화질 향상 방안)

  • You, Jae-Hee
    • Science of Emotion and Sensibility
    • /
    • v.20 no.1
    • /
    • pp.57-66
    • /
    • 2017
  • Emotional image quality optimization methodologies are investigated using technological image quality controls based on the eye tests of various image samples. The images are evaluated based on various contrast, lightness and saturation image quality metric tone curves. The order of importance to image quality enhancements is contrast, saturation and brightness. The slopes of emotional image qualities with respect to technical image quality metric changes are found to be composed of mathematical function modelling with nearly zero, intermediate and maximum slope regions in general, which can reflect well known log and saturated as well as conventional reverse U shape natures. Image quality improvements are analyzed not only with just single but also with multiple image quality metrics. To ease the unified image quality metric analysis and control, a new function is presented to utilize both the newly found and conventional emotional image quality behaviors. It is found that the overall image quality enhancement can be realized only in a few limited cases of multiple image quality metric controls. It is also found that the kinds of image quality enhancement methodologies are not strongly dependent on image contents (genre).

The effects of pixel density, sub-pixel structure, luminance, and illumination on legibility of smartphone (화소 밀집도, 화소 하부구조, 휘도, 조명 조도가 스마트폰 가독성에 미치는 영향)

  • Park, JongJin;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
    • /
    • v.17 no.3
    • /
    • pp.3-14
    • /
    • 2014
  • Since the domestic introduction of iPhone in 2009, use of smartphones rapidly increased and many tasks, previously performed by various devices, are now performed by smartphones. In this process the importance of reading little text using small smartphone screen has become highly significant. This research tested how display factors of smartphone (pixel density, sub-pixel structure, luminance) and environmental factor (illumination) affect legibility related discomfort in text reading. The results indicated that legibility related discomfort is largely affected by pixel density, where people experience inconvenience when the pixel density becomes lower than 300 PPI. Illumination has limited effect on legibility related discomfort. Participants reported more legibility related discomfort when stimulus presented in various levels of illumination rather than single illumination level. Sub-pixel structure and luminance did not affected legibility related discomfort. Based on the results we suggest lower limit resolution of smart devices (smartphones, tablet computers) of different sizes for text legibility.

Evaluation for the cognition and usability of HUD while driving (주행 중 운전자의 HUD 인지성과 활용성 평가)

  • Yun, BoRam;Park, DaEun;Kim, BoKyung;Cho, JuYung;Park, YungKyung
    • Science of Emotion and Sensibility
    • /
    • v.17 no.3
    • /
    • pp.117-128
    • /
    • 2014
  • As the main cause of car accidents is driver distraction, HUD utilization is important to boost drivers' front-observing. Recently, As HUD includes a variety of contents products have appeared on market, the possibility increases cognitive load while driving. The purpose of this study is that currently being used HUD contents how much affect drivers while driving. To investigate about it, the experiment is examined cognitive aspect with utilization aspect of different gender and illuminance environment. The study provides, in accordance with the internal and external illuminance, the visibility make a difference. The gap between the internal and external illuminance is higher, the visibility is better. Also, this study confirms that HUD's awareness of contents depends on driving information. Drivers concentrate more on higher related driving contents than lower ones.

Vehicle HUD's cognitive emotional evaluation - Focused on color visibility of driving information (차량용 HUD의 인지적 감성 평가 -주행정보의 색채 시인성을 중심으로-)

  • Choi, Won-Jung;Lee, Won-Jung;Lee, Seol-Hee;Park, YungKyung
    • Science of Emotion and Sensibility
    • /
    • v.16 no.2
    • /
    • pp.195-206
    • /
    • 2013
  • The main causes of traffic accidents while driving a car is of the driver's visual distraction. In this study, the color sensitivity of the information projected on the windshield were evaluated for HUD (Head Up Display) system which helps the driver's eyes on the road while driving. The driving Information were projected $9^{\circ}$ downward from front sight $0^{\circ}$ under lab's fluorescent lights, LED floorlights and the TV had having 25 [lux] illumination when driving at night environment and 100,000 [lux] of daylight environment. Munsell color hue of the basic five colors (R, Y, G, B, P) and the color of traffic lights YR, W were the color of the seven characters, each character were outlined by White, Gray except for W. Total of 19 experimental stimuli was shown in the environment of day and night driving for asking visibility information of color, fatigue, preferences, and evaluate the degree of interference. The results came out that the bright Y and G color is visibility significantly for daylight. Second, with the outline of the text, the color of the outline works as a background for luminance contrast effects and affects visibility. Third, without the outline, the glass in front of the vehicle acts as the background and the luminance contrast of characters achieve greater brightness and visibility. The luminance contrast between the stimuli and background should be considered for increasing color visibility for driving information which is an important factor for HUD commercialization.

  • PDF

Criterion Suggestion on Relative Disparity, Viewing Distance and Viewing Angle to Minimize 3D Visual Fatigue for Pattern-Retarded Type 3D Display (편광식 3D 디스플레이를 위한 상대적 시차, 시청 거리, 시청 방위에서의 시각피로 최소화 기준 제안)

  • Park, Jong-Jin;Kim, Shinwoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
    • /
    • v.19 no.1
    • /
    • pp.61-70
    • /
    • 2016
  • 3D visual fatigue is known as one of the most important factors that interfere the commercial success of 3D contents. Vergence-accommodation conflict, which is known to occur when an observer watches an image containing binocular disparity presented on a 3D display, has been suggested as a major cause of 3D visual fatigue. This implies that any image incorporating binocular disparity might cause 3D visual fatigue. In order to reduce 3D visual fatigue, it would be necessary to consider indirect ways of reducing 3D visual fatigue as well as eliminating the direct causes of 3D visual fatigue. We have examined the effect of the variables that are expected to affect subjective 3D visual fatigue and these variables included the relative disparity contained in an image, viewing distance and viewing angle. We have also figured out the proper levels of the variables required to minimize 3D visual fatigue. The results indicate that observers began to report significant 3D visual fatigue when the crossed disparity contained in an image exceeded 7.22' and the vertical viewing angle was larger than 15 degree.

A study of Luminescence effects of POF-woven Fabric Display by Method of Weaving (직물화 방식에 따른 유연 광섬유 직물 디스플레이의 광원 색채별 발광효과에 관한 연구)

  • Yang, Jin-Hee;Park, Sun-Hyung;Cho, Hyun-Seung;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
    • /
    • v.16 no.4
    • /
    • pp.517-526
    • /
    • 2013
  • This paper reports on flexible plastic optical fiber (POF) fabric displays which are used to develop light-emitting clothing from photonic fabric. We first evaluated the luminescence value corresponding to different methods of processing flexible optical fibers, types of reflective fabric structure, and colors of the light. Moreover, we tried to identify the optimum conditions of the flexible POF fabric displays to realize high luminescence value. The processing methods that were compared were the "Pre-etching" method and the "Post-etching" method. On the basis of the reflective structure of the fabric, the fabrics were categorized as the "White fabric" and the "Reflective fabric." Analysis results showed that the effect of the processing method is more dominant than that of the types of reflective fabric structure. Further, the capability of the Post-etching method to increase luminescence value is slightly higher than that of the Pre-etching method. Further, the 'Reflective fabric' is slightly more efficacious as the base fabric to increase the luminescence value, than the White fabric is. Thus, optimum increase in luminance can be realized by employing the Post-etching method and the Reflective fabric as the base fabric.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
    • /
    • v.25 no.1
    • /
    • pp.103-114
    • /
    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

The Effect of Curiosity and Need for Uniqueness on Emotional Responses to Art Collaborated Products including Moderating Effect of Gender (독특성 추구성향과 호기심이 아트 콜라보레이션 제품에 대한 소비자의 감정에 미치는 영향: 성별에 따른 조절효과)

  • Ju, Seon Hee;Koo, Dong-Mo
    • Asia Marketing Journal
    • /
    • v.14 no.2
    • /
    • pp.97-125
    • /
    • 2012
  • Companies recently introduce art collaborated products incorporating culture into a product. Art collaborated products include incorporating famous movies and/or design of an artist into a newly launched product. The introduction of art collaborated products are gradually increasing. However, research for this trend is relatively scarce. Although research concerning design has discussed a number of different factors as playing a role in influencing responses to design including culture, fashion, innate preferences, etc.), only limited attention has been paid to the processes by which consumers generate responses to product designs. People with different characteristics may respond differently. When people encounter these art products, they may become curious, may think that these products are unique, novel and innovative. People tend to show different levels of curiosity when they encounter new and novel objects, which they have rarely seen or experienced. Curiosity is defined as a desire for acquiring new knowledge and new sensory experience. Previous studies demonstrated that curiosity motivates individuals to engage in exploratory behaviors. People also show different levels of need for uniqueness, which is defined as being different from others or becoming distinctive among a larger group. Individual's need for uniqueness results from signals conveyed by the material objects that individuals choose to display. Recently, researcher have developed the need for uniqueness with three distinct constructs. These three concepts include creative choice, unpopular choice, and avoidance of similarity. Creative choice is a trait tendency of an individual by expressing or differentiating himself from others through consumptions of unique products. Unpopular choice is related to an individual's tendency to consume products, which deviates from group norms. Avoidance of similarity is linked to the avoidance of consumption behavior of products that are not famous. Past research implies that people with different levels of need for uniqueness show different motivational processes. Previous research also demonstrates that different customer emotions may be derived when consumers are exposed to these art collaborated products. Research tradition has been investigated three different emotional responses such as pleasure, arousal, and dominance. Pleasure is defined as the degree to which a person feels good, joyful, happy, or satisfied in a situation. Arousal is defined as the extent to which a person feels stimulated, active, or excited. Dominance is defined as the extent that a person feels powerful vis-a-vis the environment that surrounds him/her. Previous research show that complex, speedy, and surprising stimuli may excite consumers and thus make them more pleased and engaged in their approach behavior. However, the current study identified these emotional responses as positive emotion, negative emotion, and arousal. These derived emotions may lead consumers to approach and/or avoidance behaviors. In addition, males and females tend to respond differently when they are exposed to art collaboration products. Building on this research tradition, the current study aims to investigate the inter-relationships between individual traits such as curiosity and need for uniqueness and individual's emotional responses including positive and negative emotion and arousal when people encounter various art collaborated products. Emotional responses are proposed to influence purchase intention. Additionally, previous studies show that male and females respond differently to similar stimuli. Accordingly, gender difference are proposed to moderate the links between individual traits and emotional responses. These research aims of the current study may contribute to extending our knowledge in terms of (1) which individual characteristics are related to different emotions, and (2) how these different emotional responses inter-connected to future purchase intention of arts collaborated products. In addition, (3) the different responses to these arts collaborated products by males and females will guide managers how to concoct different strategies to these segments. The questionnaire for the present study was adopted from the previous literature and validated with a pilot test. The survey was conducted in Daegu, a third largest city in South Korea, for three weeks during June and July 2011. Most respondents were in their twenties and thirties. 350 questionnaires were distributed and among them 300 were proved to be valid (valid response rate of 85.7%). Survey questionnaires from valid 300 respondents are used to test hypotheses proposed. The structural equation model (SEM) was used to validate the research model. The measurement and structural model was tested using LISREL 8.7. The measurement model test demonstrated that consistency, convergent validity, and discriminat validity of the measurement items were acceptable. The results from the structural model demonstrate that curiosity has a positive impact on positive emotion, but not on negative emotion and arousal. Need for uniqueness has three different sub-concepts such as creative choice, unpopular choice, and avoidance of similarity. The results show that creative choice has a positive effect on arousal and positive emotion, but has a negative impact on negative emotion. Unpopular choice has a positive effect on arousal, but on neither positive nor negative emotions. Avoidance of similarity has no impact on neither emotions nor arousal. The results also demonstrated that gender has a moderating influence. Males show more negative emotion to creative and unpopular choices. Implications and future research directions are discussed in conclusion.

  • PDF

Emotional Labor and Human Rights Protection in the case of airlines (감정노동과 인권보호 - 항공사를 중심으로)

  • Shin, Dong Chun
    • The Korean Journal of Air & Space Law and Policy
    • /
    • v.29 no.2
    • /
    • pp.87-108
    • /
    • 2014
  • Recent examples of abuse by black consumers (including air travellers) against emotional laborers have become a serious social issue in Korea in that they are likely to violate human rights of those laborers. Emotional labor is a form of emotion regulation that creates a publicly visible facial and bodily display, and also emotional management within the workforce that creates a situation in which the emotion management by workers can be exchanged in the marketplace. Example professions that require emotional labor are: nurses, doctors, waiting staff, and television actors. However, as the economy moves from a manufacturing to a service-based economy, many more workers in a variety of occupational fields are expected to manage their emotions according to employer demands when compared to the past. One of symptoms deriving from emotional labor is smile mask syndrome abbreviated SMS, which is a psychological disorder proposed by professor Makoto Natsume where subjects develop depression and physical illness as a result of prolonged, unnatural smiling. And higher degree of using emotion regulation on the job is related to higher levels of employees' emotional exhaustion, and lower levels of employees' job satisfaction. In most part, emotional laborers are more abused and hurt by so called black consumers who are raising complaints relating to products and services purchased against service providers for the purpose of maliciously getting compensation. Against this background, the Korean Government abolished "the Consumer Protection Act" and instead promulgated "the Basic Consumer Act" in September 2006 which stipulates that consumers are expected to have protection as well as responsibility and duty. The Aviation Security Act cites the examples of prohibited behaviors (unruly passengers) while they are travelling. In addition, human rights of emotional laborers could be more protected by the enhancement of etiquettes and cavalry and improvement of culture and working environment.

A study of creative humor represented in Moschino's works (모스키노의 패션 세계에 반영된 창조적 유머)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
    • /
    • v.23 no.4
    • /
    • pp.628-643
    • /
    • 2015
  • This study is to assist in developing creative designs based on the humor available in the fashion world of Moschino. For the research method, this writing examined literature on humor and Moschino's fashion world and analyzed Moschino's fashion collection, show window, Maison Moschino, and collaborative products to conduct an empirical analysis of humor shown to the fashion media. The research results are as follows. The humor in Moschino's fashion appeared in the form of surrealistic humor with the depaysement technique, deconstructive wit in clothing, such as distortion, change, or exaggeration, and textual humor, including brand symbols, logos, and graffiti. Collection pieces indicated the brand's confirmative identity based on humor with the surrealistic depaysement technique and deconstructive wit through irregular phenomena, such as change, distortion, exaggeration, and illusion in clothing form. Additionally, such attributes added to Moschino's wit and humor in decorative costume components as graphic images, graffiti, and brand symbols, including smile, love, and reversal. The show window display delivered surprises and smiles through the production of surrealistic space borrowed from various objects. In particular, performance with surrealistic images helped to show the characteristics of parodic humor. Maison Moschino was a surrealistic space for the concept of the fairy tale and for practical experience, thus working as a communication channel for humor and emotion. Collaborative products also clearly reflected the identity of the designer's own humor, which showed scarcity value as well as differentiation.