• Title/Summary/Keyword: Emotional touch

Search Result 67, Processing Time 0.022 seconds

Research on GUI(Graphic User Interaction) factors of touch phone by two dimensional emotion model for Grooming users (Grooming 사용자의 2차원 감성 모델링에 의한 터치폰의 GUI 요소에 대한 연구)

  • Kim, Ji-Hye;Hwang, Min-Cheol;Kim, Jong-Hwa;U, Jin-Cheol;Kim, Chi-Jung;Kim, Yong-U;Park, Yeong-Chung;Jeong, Gwang-Mo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2009.05a
    • /
    • pp.55-58
    • /
    • 2009
  • 본 연구는 주관적인 사용자의 감성을 객관적으로 정의하여 2차원 감성 모델에 의한 터치폰의 GUI 디자인 요소에 대한 디자인 가이드라인을 제시하고자 한다. 본 연구는 다음과 같은 단계로 연구를 진행하였다. 첫 번째 단계로 그루밍(Grooming) 사용자들의 라이프 스타일을 조사하여 Norman(2002)에 의거한 감각적, 행태적, 그리고 심볼적 세 가지 레벨의 감성요소를 추출하였다. 두 번째 단계로 Russell(1980)의 28개 감성 어휘와 세 단계 감성과의 관계성을 설문하여 감성모델을 구현하였다. 마지막으로 요인분석을 이용하여 대표 감성 어휘를 도출한 후 감성적 터치폰의 GUI(Graphic User Interaction) 디자인 요소를 제시함으로써 사용자의 감성이 반영된 인간 중심적인 제품 디자인을 위한 가이드라인을 제안한다.

  • PDF

Metaverse Interaction Technology Trends and Development Prospects (메타버스 상호작용 기술 동향 및 발전 전망)

  • S.M. Baek;Y.H. Lee;J.Y. Kim;S.H. Park;Y.-H. Gil
    • Electronics and Telecommunications Trends
    • /
    • v.39 no.2
    • /
    • pp.12-23
    • /
    • 2024
  • The Metaverse industry is developing rapidly, and related technologies are being actively improved. Tools such as controllers, keyboards, and mouses are used to interact in the Metaverse, but they are not natural and intuitive interfaces to resemble real-world interactions. Immersive interaction in a Metaverse space requires the engagement of various senses such as vision, touch, and proprioception. Moreover, in terms of body senses, it requires a sense of body ownership and agency. In addition, eliciting cognitive and emotional empathy based on non-verbal expression, which cannot be suitably conveyed to the digital world, requires higher-level technologies than existing emotion measurement solutions. This diversity of technologies can converge to build an immersive realistic Metaverse environment. We review the latest research trends in technologies related to immersive interactions and analyze future development prospects.

A Study on the Subjective Evaluation and Physical Properties of Natural/Artificial Rabbit Hairs (천연 인조 토끼털의 주관적 평가 및 물리적 성질에 관한 연구)

  • Lee, Seon Ah;Kim, Jongjun
    • Journal of Fashion Business
    • /
    • v.21 no.4
    • /
    • pp.144-158
    • /
    • 2017
  • Fur garment has long been the conventional symbol for luxury, or conspicuous consumption. However, as fashion items began to diversify as part of overall fashion trend, fur items are now more about individual taste and style than just lavishness. Synthetic fur is especially emerging as a new promising fashion material, with a touch almost like natural fur at an affordable price. Along with the emergence of 'Vegan Fashion' trend, synthetic fur is establishing itself as a popular fashion textile. This study is an attempt to investigate subjective evaluation and physical properties of natural and synthetic furs, whose results will further serve as basic data in developing synthetic fur materials. Sensory and emotional evaluations are carried out on natural and artificial furs. For analysis, factors such as weight, thickness, air permeability, gloss and compressibility were surveyed to observe how they influence the physical properties. According to the subjective evaluation, natural and artificial fur samples do not differ in conspicuous ways in appearance. Experiments on physical properties, specifically warm/cool touch experiment, show that natural fur has a slightly higher warm sensation than artificial fur. Luster analysis by using a microscope revealed that there are subtle qualitative differences between natural and artificial fur. During the subjective evaluation, subjects found it hard to state distinct quantitative differences in luster. A survey as a means of assessing qualitative differences in gloss seems to be necessary to complement the evaluation. Results from this study will potentially serve as resources for diversification of fashion product designs using synthetic fur.

Study on Expression of Texture of Clothing Materials Using Silk and Nuno-Felt Technique (실크와 누노펠트 기법을 이용한 의상 소재의 텍스처 표현 연구)

  • Oh, Yean-Ok;Chung, Myung-Bee
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.9 no.1
    • /
    • pp.1-11
    • /
    • 2007
  • This study suggests the new technique to express the texture that copes with the demands of the times by trying to apply the new Nuno-felt technique, to the silk, the representative material for emotion, in order to provide the basic data for the development of highly value added and competitive materials in the domestic and international markets as well as to meet the demand of consumers in the high emotion age pursuing the idiosyncrasy and qualify enhancement. Nuno-felt is the felting technique that places the wool of desired thickness on the thin fabric using wools and various kinds of fabric materials and rubs them. The samples are 3 kinds of silk including plain Chiffon with different touch, Pongee and Organza and Merino Wool, the best quality wool of wools. As a result, beyond the simple surface effect from the silk showing the superior drape feature with one color and soft wool, the Nuno-felt technique created the feminine as well as masculine, classic and modem image. Furthermore, the harmony of opacity and transparency produced the new dynamic and dimensional texture with the combination of different emotions through the visual emotion of different grey colors and rough, crude and soft touch. This study suggested the possibility that the Nuno-felt technique could create the new emotional materials for the modem sense by combining the materials with different features from the wools unlike the traditional simple felt technique.

  • PDF

Naturopathy Theory and Mechanism of Breathing Massage for Life Care (라이프 케어를 위한 호흡마사지법의 자연치유 이론기전)

  • Kim, Meong-Ju;Kim, Hye-Jeong
    • Journal of the Korean Applied Science and Technology
    • /
    • v.34 no.4
    • /
    • pp.1104-1111
    • /
    • 2017
  • In this study, the authors aimed to give careful consideration to the circulation of bioenergy (Qi) by using cardiorespiratory massage technique. Finding enlightenment in harmony with nature thousands of years ago, our ancestors created Qi using natural breathing and tried to achieve good health and long life by controling the up and down movement. Experiencing the importance of the abdomen during the hungry times, also, grandmothers cured diseases by rubbing the abdomen, which is the ocean of life with their soft, soothing touch of hand. Naval breathing therapy was formed, based on natural breathing, emotional recognition of grandmothers' soft, soothing touch, and the Theory of Unified Reason and Energy that is the key of Oriental medicine. Natural breathing and Yakson massage are kinds of naturopathy to change body and mind, cure diseases naturally, and maintain the improvement in physical functions by taking care of the abdomen through the creation of Qi and the up and down movement and keeping dynamic balance between the natural world and the inside and outside of human body. It is anticipated that this study could contribute to the practical spread for an active application of naval breathing therapy and be broadly used in scientific clinical researches.

University Library Service Improvement Using the Double Diamond Model (서비스디자인방법론을 활용한 대학도서관 서비스 개선방안 연구)

  • Noh, Kyungkuk;Lee, ByeongKi
    • Journal of the Korean Society for information Management
    • /
    • v.39 no.3
    • /
    • pp.195-216
    • /
    • 2022
  • In this study, the author applied the service design methodology to the university library to maximize the service value provided by the university library. To this end, the 'Double Diamond Model', a service design model, was applied to the university library, and service design tools such as Persona, Customer Journey Map, and Touch Points were utilized. To reflect on the service design in the university library, the author first reviewed the literature related to the subject and researched the previous studies. Then, the issue was discovered by questionnaire surveys, interviews with users and librarians, and field investigations. Based on this, Persona and situation scenarios were derived. In addition, after synthesizing Persona's situational behavior and user's emotional change, the study visualized the Customer Journey Map and suggested service improvement plans for 11 items in 3 areas. This study is focused on the process of deriving service improvement plans rather than improving a specific service. The purpose of this study was to improve university library service and to suggest new service plans. The significance of this study is that the practical service improvement plans were applied to the university library.

The Burn-out Syndrome of the Doctors and Nurses working in the Emergency department (종합병원 응급실 의사와 간호사의 탈진(burn-out) 요인에 관한 연구)

  • Kim, Nam-Soo;Yu, Seung-Hum;Sohn, Tae-Yong
    • Korea Journal of Hospital Management
    • /
    • v.7 no.3
    • /
    • pp.1-24
    • /
    • 2002
  • The purpose of this study was to find the factors affecting the bum out syndrome and its degree in terms of personal, organizational and clients characteristics, and then to find the ways to reduce or eliminate those factors. The 228 doctors and the nurses who worked at the emergency departments in 6 general hospitals with more than 700 beds in Seoul were surveyed from April 15, 2002 for 15 days. A structured self-recording questionnaire was used; the t-test and ANOVA was used to analyse the median difference between the occupation, and multiple regression was employed to find the factors affecting the bum-out syndrome. The summary of this research analysis is as follows : First, of several variables, the highest frequency of the burn-out was the emotional burn-out followed by lack in personal touch toward the patients, decrease in sense of personal achievement. These results indicate that the doctors and nurses in emergency departments experience higher degree of burn-out than the social workers and the nurses who work at other departments in heath care environment as other studies revealed. Second, the analysis of the total burn-out factors showed the lower self respect, younger age, heavier work load, higher dissatisfaction rate toward remuneration and not-so-smooth relationship with the patients and their relatives the higher burn out rate. These variables explained 54% of the total variables. Third, the nurses experienced more burn-out syndrome than the doctors. The degree of self-respect, work pattern, relationship with the clients, age and remuneration were the causes of the burn-out. The doctors recorded lack in personal touch toward the patients more, while the nurses more to emotional exhaustion. The limitations of this research are the subjective answers of the respondents to certain questions and differences in sample numbers of each hospital in which some reservation can be exercised in explaining statistical significance of the data, and generalizing the conclusion. Despite of its limitation, this research has its own merit as an unpreceded research in this field, and provision of the basic materials to prevent and find causes of the burn-out syndrome among the doctors and nurses in the emergency departments.

  • PDF

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.

Developing a User Property Metadata to Support Cognitive and Emotional Product Design (인지·감성적 제품설계 지원을 위한 사용자 특성정보 메타데이터 구축)

  • Oh, Kyuhyup;Park, Kwang Il;Kim, Hee-Chan;Kim, Woo Ju;Lee, Soo-Hong;Ji, Young Gu;Jung, Jae-Yoon
    • The Journal of Society for e-Business Studies
    • /
    • v.21 no.4
    • /
    • pp.69-80
    • /
    • 2016
  • Cognitive and emotional product design is becoming crucial because the technology gap decreases more and more. Product design guidelines and the corresponding database are therefore needed to support sensing (e.g. sight, hearing, touch), cognition (e.g. attention, memory) and emotion (e.g. aesthetics, functionality) which users feel differently according to their genders and ages. The user property information which is extracted from various experiments can be used as critical criteria in product design and evaluation, and it is necessary to develop the integrated database of cognition and emotion where to store the user property information. In this research, we design the user property metadata for supporting cognitive and emotional product design and then develop a prototype system. The metadata is designed to reflect the classification of cognition and emotion by investigating and classifying the previous studies related to sensing, cognition and emotion. The user property information is designed in RDF (Resource Description Framework), and a prototype system is developed to store user property information of cognition and emotion based on the designed metadata.

Making an Emotional Design Book with 5 Senses and Inspiration -Focused on the Art Book 5+1(Five Plus One)- (오감과 영감을 활용한 감성북 편집디자인 연구)

  • Hong, Dong-Sik
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.5
    • /
    • pp.144-151
    • /
    • 2010
  • Five Plus One' is a result of visual expressions on five senses such as the sense of sight, hearing, smell, taste, and touch. Although I searched for the data on five senses, there were only information which was quoted in various languages and scientific bases, and also most of the books written were far from artistic expressions including visual pleasure and emotional expressions. In addition, most materials were mainly textbooks for children's intellectual development, academic papers, and medical publications. Therefore, I made this book that makes us to communicate about five senses and an inspiration even though we have a problem to read writings in both Korean and English. I arranged visual elements using illustrations and typography in various ways based on the scientific evidence.