Yu, Jeongil;Kim, Seongmin;Choe, Jaeho;Jung, Eui S.
Journal of the Ergonomics Society of Korea
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v.32
no.6
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pp.517-528
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2013
Objective: The objective of this study was to suggest a multi-modal controller type for Smart TV Control. Background: Recently, many issues regarding the Smart TV are arising due to the rising complexity of features in a Smart TV. One of the specific issues involves what type of controller must be utilized in order to perform regulated tasks. This study examines the ongoing trend of the controller. Method: The selected participants had experiences with the Smart TV and were 20 to 30 years of age. A pre-survey determined the first independent variable of five tasks(Live TV, Record, Share, Web, App Store). The second independent variable was the type of controllers(Conventional, Mouse, Voice-Based Remote Controllers). The dependent variables were preference, task completion time, and error rate. The experiment consist a series of three experiments. The first experiment utilized a uni-modal Controller for tasks; the second experiment utilized a dual-modal Controller, while the third experiment utilized a triple-modal Controller. Results: The first experiment revealed that the uni-modal Controller (Conventional, Voice Controller) showed the best results for the Live TV task. The second experiment revealed that the dual-modal Controller(Conventional-Voice, Conventional-Mouse combinations) showed the best results for the Share, Web, App Store tasks. The third experiment revealed that the triple-modal Controller among all the level had not effective compared with dual-modal Controller. Conclusion: In order to control simple tasks in a smart TV, our results showed that a uni-modal Controller was more effective than a dual-modal controller. However, the control of complex tasks was better suited to the dual-modal Controller. User preference for a controller differs according the Smart TV functions. For instance, there was a high user preference for the uni-Controller for simple functions while high user preference appeared for Dual-Controllers when the task was complex. Additionally, in accordance with task characteristics, there was a high user preference for the Voice Controller for channel and volume adjustment. Furthermore, there was a high user preference for the Conventional Controller for menu selection. In situations where the user had to input text, the Voice Controller had the highest preference among users while the Mouse Type, Voice Controller had the highest user preference for performing a search or selecting items on the menu. Application: The results of this study may be utilized in the design of a controller which can effectively carry out the various tasks of the Smart TV.
Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.
Objective: This entire study has two parts. Study I aimed to develop a psychological assessment scale and the study II aimed to investigate the effects of LFN (low frequency noise) on the psychological responses in humans, using the scale developed in the study I. Background: LFN is known to have a negative impact on the functioning of humans. The negative impact of LFN can be categorized into two major areas of functioning of humans, physiological and psychological areas of functioning. The physiological impact can cause abnormalities in threshold, balancing and/or vestibular system, cardiovascular system and, hormone changes. Psychological functioning includes cognition, communication, mental health, and annoyance. Method: 182 college students participated in the study I in development of a psychological assessment scale and 42 paid volunteers participated in the study II to measure psychological responses. The LFN stimuli consisted of 12 different pure tones and 12 different 1 octave-band white noises and each stimulus had 4 different frequencies and 3 different sounds pressure levels. Results: We developed the psychological assessment scale consisting of 17 items with 3 dimensions of psychological responses (i.e., perceived physical, perceived physiological, and emotional responses). The main findings of LFN on the responses were as follows: 1. Perceived psychological responses showed a linear relation with SPL (sound pressure level), that is the higher the SPL is, the higher the negative psychological responses were. 2. Psychological responses showed quadric relations with SPL in general. 3. More negative responses at 31.5Hz LFN than those of 63 and 125Hz were reported, which is deemed to be caused by perceived vibration by 31.5Hz. 'Perceived vibration' at 31.5Hz than those of other frequencies of LFN is deemed to have amplified the negative psychological response. Consequently there found different effects of low frequency noise with different frequencies and intensity (SPL) on multiple psychological responses. Conclusion: Three dimensions of psychological responses drawn in regard to this study differed from others in the frequencies and SLP of LFN. Negative psychological responses are deemed to be differently affected by the frequency, SPL of the LFN and 'feel vibration' induced by the LFN. Application: The psychological scale from our study can be applied in quantitative psychological measurement of LFN at home or industrial environment. In addition, it can also help design systems to block LFN to provide optimal conditions if used the study outcome, .i.e., the relations between physical and psychological responses of LFN.
In the life environment changed with not only the quality and the price of the products but also the material abundance, it is the most crucial factor for the strategy of product sales to investigate consumer's sensibility and preference degree. In this perspective, it is necessary to design and merchandise the products in cope with each consumer's sensibility and needs as well as its functional aspects. In this paper, we propose the Fashion Design Recommender Agent System (FDRAS-pro) for textile design applying collaborative filtering personalization technique as one of the methods of material development centered on consumer's sensibility and preference. For a collaborative filtering system based on textile, Representative-Attribute Neighborhood is adopted to determine the number or neighbors that will be used for preferences estimation. Pearson's Correlation Coefficient is used to calculate similarity weights among users. We build a database founded on the sensibility adjectives to develop textile designs by extracting the representative sensibility adjectives from users' sensibility and preferences about textile designs. FDRAS-pro recommends textile designs to a customer who has a similar propensity about textile. To investigate the sensibility and emotion according to the effect of design factors, fertile designs were analyzed in terms of 9 design factors, such as, motif source, motif-background ratio, motif variation, motif interpretation, motif arrangement, motif articulation, hue contrast, value contrast, chroma contrast. Finally, we plan to conduct empirical applications to verify the adequacy and the validity of our system.
Unlike face-to-face communication, text-based communication by digital media has limitations that non-verbal elements are eliminated and social presence decrease. To overcome this problem, people try to find solutions which visualize emotion and situation by using emoticons, icons, computer language and so on. As most SMS users experience the failure of using emotions on the mobile phone, they need to make up for this point. In this study, we conducted research on the recent mobile fonts situations and surveyed users' perception on SMS fonts as to suggest solutions of expressing and visualizing emotions on the mobile phone, a representative media of personal communication. As a solution of reducing the failure, we conducted a survey on users' perception about fonts and the capability of the expressing emotions by fonts. The survey found that mobile fonts can be used as a method to express human emotion. As a finding, the shape of the font can be used as a method to visualize the emotion through text messaging. In future studies, such a method can be applied to variety of different personal media with the communication method based on text. Those studies can propose different usage for fonts in communication.
Korean Journal of Computational Design and Engineering
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v.17
no.3
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pp.149-155
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2012
The ankle over-pronation causes the mechanical overloading transferred to proximal areas (i.e. knees or hips) over time. Thus, the over-pronation is recognized as a contributory factor in a wide variety of musculo-skeletal pathologies in lower extremities. Commonly, over-pronated ankles are treated using specially designed insoles that support medial heels and correct the posture of lower limbs. However, the biomechanical effects of the insoles are not yet fully understood, so there still are controversies whether such insoles really have clinical significance. In this study, in order to verify the effects of insoles and determine the best shape of the insoles, we examined how the medio-lateral knee joint reaction force changes due to insole conditions through a case study about a subject. As a result, it is revealed that the medial heel post, which drastically reduced the peak medio-lateral knee joint reaction force, has significant effects on the gait of the over-pronated patients. However, in case that the arch support is combined together, the positive effect of the medial heel post may rather decrease.
Park, Hye-Nan;Kim, Won-Hee;Lim, Young-Jun;Lee, Won-Jin;Han, Jung-Suk;Lee, Seung-Pyo
Journal of Dental Rehabilitation and Applied Science
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v.31
no.3
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pp.221-230
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2015
Recently, traditional impression has been rapidly replaced by digital impression using intraoral scanning. There are more than 7 types of intraoral scanners available in the dental market. It is difficult to make effective strategic choices due to a lack of standards and guidelines for optimal intraoral scanning devices. So far, little has been reported about evaluating the ergonomic aspect of these scanners. This literature review compares current intraoral scanning systems based on different types of handles and suggests the most comfortable, user-friendly intraoral scanners from an ergonomic standpoint.
Gharibi, Vahid;Cousins, Rosanna;Mokarami, Hamidreza;Jahangiri, Mehdi;Keshavarz, Mohammad A.;Shirmohammadi-Bahadoran, Mohammad M.
Safety and Health at Work
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v.13
no.3
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pp.364-371
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2022
Background: Respiratory masks can provide healthcare workers with protection from biological hazards when they have good performance. There is a direct relationship between the visual specifications of a mask and its efficacy; thus, the aim of this study was to develop tools for qualitative assessment of the performance of masks used by healthcare workers. Methods: A mixed-methods design was used to develop a qualitative assessment tool for medical face masks (MFM) and particle filtering half masks (PFHM). The development of domains and items was undertaken using observation and interviews, the opinions of an expert panel, and a review of texts and international standards. The second phase evaluated the psychometric properties of tools. Finally, the validated Mask Qualitative Assessment Tools (MQAT) were used to assess six samples from 10 brands of the two types of masks. Results: MQAT-MFM and MQAT-PHFM shared 42 items across seven domains: "cleanliness," "design," "marking, labeling and packaging," "mask layers," "mask strap," "materials and construction," and "nose clip." MQAT-MFM included one additional item. MQAT-PHFM included another nine items associated with an eighth "Practical Performance" domain, and the valve version had another additional "Exhalation Valve" domain and six items. The evaluation indicated 80% compliance for MFM and 71% compliance for PFHM. "Marking, labeling and packaging" and "Layers" were associated with the least compliance in both types of masks and should be checked carefully for defining mask quality. Conclusion: MQAT can be used for immediate screening and initial assessment of MFM and PHFM through appearance, simple tools, and visual inspection.
In 1981. KOREA applied YEAR OF WORLD DISABLED DESIGNNATED BY UN as starting point to begin noticing disabled and gradually improve and understand the problems of the disabled.This study considering the income level and welfare level selected basic most widely used wheelchair as subject of study. Design Application of this study's main analysis are as follolVs 1. MAN-MACHINE INTERFACE STUDY ANALYSIS!Basic concept of wheelchair is for persons uncapable of move by sitting down. so main focus of study was considered on equipment which on chair. 2. WHEELCHAm MOVEMENT STUDY ANALYSISlThrough movement and test measurement which can be considered as basic study of Ergonomics, observe movement changes accordingly. 3. BACK(MAIN) WHEEL AND HANDRIM MOVEMENT ANALYSIS / Seat and wheel as the most important component of a wheelchair, study the relation of handrim and hand movement and test the most effective and comfortable handrim. Direction of the study was concerntrated on three areas, with results and information collected, would like to suggest design change of X type collapsible chair in areas of size of SEAT(air pocket type), HANDRIM(anti-slip hump), ARMHEST(transfer movement, rubber padding. accent), and HANDLE(adjustable, round type). The content started this study is only one small position of understanding the disabled. Also, the importance of one of many business of assisting disabled rehabilitation. (IJISABLED, REHABILITATION. APPROACH)
Seo, Im Ki;Lee, Byung Joo;Lee, Jae Sun;Namgung, Moon
KSCE Journal of Civil and Environmental Engineering Research
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v.31
no.3D
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pp.363-373
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2011
With rapid economic development, general demand and interest in surroundings that consist of our lives have grown gradually. In addition, as there has been increased social interest in creating landscape of roads, which considers all important factors from the user's view including accessibility, safety, and psychological stability, efforts to improve quality of roads are required. Therefore it is needed to establish standards on safe and comfort road design based on sensibility satisfaction of road users rather than based on standardized road design guidance from the engineering perspective. To this end, research was carried out to analyze sensibility satisfaction of users about road landscape focused on elements of road cross section in a city. It identified relation between sensibility satisfaction and the elements by using principal and cluster analysis, and the multiple regression models. It also found that user's satisfaction about roads and a road landscape is high with road width (3~5 meters), clear zone (2.2~3.9 meters), road central garden (1.05~1.9 meters), shoulder (0.55~1.43 meters), median (0.65~1.625 meters), the number of travel lanes (2~5), height of trees at the central garden (6.4~15 meters) and height of buildings surrounding roads (18~44 meters or 6~15 floors).
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