• Title/Summary/Keyword: HCI theory

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Impact of Immediacy and Self-Monitoring on Positive Emotion and Sense of Community of User: Focusing on Social Interactive Video Platform (근접성과 자기 점검이 사용자의 긍정적 감정과 소속감에 미치는 영향: 소셜 인터랙티브 비디오 플랫폼을 중심으로)

  • Kim, Hyun Young;Kim, Bomyeong;Kim, Jinwook;Shin, Hyunsik;Kim, Jinwoo
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.3-18
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    • 2016
  • This research, through video-based communication in a social video platform environment, studied the influence of the relationship between a video-watching subject and other watchers to that of the user's positive emotion and sense of community. Based on prior psychological theories called Social Impact Theory and Self-Monitoring Theory, the research built an actual video-based social video platform environment in order to verify an alternative utilizing new means of interaction based on videos. The result shows that under video-watching settings, user feels greater positive emotion and sense of community when the screen shows other people's reaction live and when him or her self's face is shown together, compared to when they are not shown. Also, based on the ANOVA analysis, the percentage of increase in positive emotion was greater when the two conditions mentioned above were provided synchronously compared to when they were not. The result of the research is expected to yield insights about a new form of social video platform.

"Live within your role!": The impact of communication style of social robot on companionship ("Live within your role!": 소셜 로봇의 커뮤니케이션 스타일이 사용자와의 동반자 관계에 미치는 영향)

  • Lee, Wonouk;Jeon, Seongjun;Kim, Jinwoo
    • Journal of the HCI Society of Korea
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    • v.13 no.1
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    • pp.5-10
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    • 2018
  • This paper provokes considerations on companionship. As human-robot relation becomes important, the role and communication styles of robot become crucial. In order to see how we should design communication styles of social robots, we generated scenarios based on pre-studies. Then, we conducted a $2{\times}2$ experiment to compare four different conditions by expected role and communication style. We divided expected roles into playing and serving role by dominance level. Also, we matched communication style on one condition and mismatched on the other. The results imply matching role with communication style is crucial in some role, however not in every role. As HCI expands to human-computer relation, our study would inspire future research on companionship between human and robots.

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The Body as Interface: The Meaning and Function of the Body in Interactive Art - based on Merleau-Ponty's Phenomenology and Embodied Cognition Theory (인터페이스로서의 신체: 인터랙티브 아트에서의 신체의 의미와 역할 -메를로-퐁티의 현상학과 구현인지이론을 바탕으로-)

  • Lee, Soo-Jin;Lim, Chang-Young
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.450-455
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    • 2006
  • 디지털 기술의 발전은 다양한 정보들과의 새로운 상호작용들을 창출하고 있고, 여기에서 인터페이스는 상호작용을 가능하게 하는 구체적인 장으로서, 우리가 정보들과 갖는 상호작용 방식을 규정한다. 그런데, 확장현실이나 유비쿼터스 컴퓨팅과 같은 새로운 기술적인 흐름들은 우리의 물리적 공간에 디지털 정보라는 무형의 층위를 더함으로써, 현재의 손과 눈의 작용을 중심기반으로 하는 상호작용 방식들로부터 발전된 형태의 상호작용이 필요하게 될 것임을 시사하고 있다. 이에 본 논문에서는 물리적 공간 안에서의 우리 자신을 형성하고, 세계를 인지하는 근간이 되는 신체에 초점을 맞추어, 신체가 새로운 정보 환경 속에서 정보의 인지 메커니즘과 상호작용의 주체로서 어떻게 기능할 수 있을 것인지를 메를로-퐁티의 현상학과 구현인지 이론을 바탕으로 탐구하고, 그 실질적인 예와 가능성들을 인터랙티브 아트 작품들에서 찾아본다.

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Analysis of the Adaptability and Methods of Public space in media - Focused on new-media and HCI theory - (공공공간에서 나타나는 미디어 특성에 관한 연구 - 뉴 미디어와 HCI 이론을 중심으로 -)

  • Koh, Gwi-Han;Kang, Seon-Gyung
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.203-210
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    • 2013
  • With digital technology, space design is developing in a new direction with the changing paradigm. The space creates an interactive environment by motivating the User's active participation through the digital madia. In this social stream, it is very important to think about how this new paradigm affects the spatial design and the interactions between social changes and spatial design paradigm, so that we can understand design paradigm of our time. Hence, in this research, we will think about social characteristic and design paradigm of digital age by questioning how spatial design is changing in the digital age and how digital technology is affecting spatial design. this study analyzed about the space form, digital media setting, user interactivity of the examples of experience space using digital media. fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system, and the main computer system sends manipulated output media to interactive devices. So, a user's movement in the space is more than just a movement itself user's movement now forms a important spatial structure that leads the narrative of the space. Researcher will analyze the characteristic of a public space and progress this research supposing that space needs this interactive design.

Mobile Shopping Agent using Game Theory (게임이론을 이용한 모바일 쇼핑 에이전트)

  • Jeong, Jae-Heon;Yeom, Ki-Won;Park, Ji-Hyung
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.774-779
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    • 2007
  • 최근 온라인 경매나 오픈 마켓 같은 온라인 전자상거래가 활발히 이루어지고 있다. 더불어 사용자가 PDA와 같은 단말기를 휴대하고 이동하는 동안 전자상거래가 이루어질 가능성이 높아지고 있다. 이러한 상황에서 온라인 전자상거래의 구매자와 판매자를 대신해서 협상을 수행하고 매매를 성사시키는 에이전트에 대한 연구가 시도되고 있다. 이를 확장하여 지능형 에이전트를 휴대형단말기에 적용함으로써, 모바일 환경에서 구매자와 판매자간의 전자상거래를 대행하는 협상 에이전트의 필요성이 부각되고 있다. 본 연구에서는 모바일 전자상거래환경에서 에이전트가 협상에 대한 합리적인 판단할 수 있도록 게임이론을 사용하여 모델화 하였고, 휴대형단말기가 블루투스를 통해 인근에 있는 상점을 탐색 및 블루투스 네트워크를 구성하도록 하였다. 또한, 사용자가 협상 항목을 단계적으로 변경할 수 있는 전략을 사용할 수 있게 하였으며, 이를 평가함수를 사용하여 협상해서 최종 거래 결정은 자동 또는 수동으로 성사되게 하였다. 기존 협상 모델은 가격과 배송 방법 같은 협상 항목에 대해 가중치만을 변경하여 만족도를 판단함으로써, 실질적인 항목의 변화는 없고 초기에 설정된 협상 항목이 변경되지 않는 문제점이 있었다. 본 연구에서는 다단계 전략을 사용하여 단계마다 사용자의 요구 사항을 변경시킬 수 있기 때문에, 초기에 설정한 협상 항목의 값이 단계별로 변경될 수 있어 사용자의 의도가 협상에 실질적으로 반영되는 효과가 있다. 더불어 오프라인 전자상거래에서는 구매자가 직접 상점을 방문하여 상품을 검색하고 협상하였다. 그러나, 본 연구에서는 이동중인 사용자의 인근에 위치한 상점 에이전트로부터 상품 정보를 받는다. 그 후에 에이전트가 구매 협상을 하기 때문에 사용자가 이동 중에 상가에 직접 들어가지 않고도 상품을 검색 및 협상 할 수 있는 장점이 있다. 본 논문에서는 제안한 모바일 쇼핑 에이전트를 구현하고, 협상 과정과 결과를 비교하여 모델의 타당성과 성능을 평가한다.

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A Study about Improvement of Digital Textbook Interface based on Affordance Theory in the Context of HCI (HCI 관점에서 어포던스 이론에 근거한 디지털교과서 사용자 인터페이스 개선 연구)

  • Hwang, YunJa;Sung, EunMo
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.61-71
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    • 2016
  • The purpose of this study was to identify problems of usability and to improve an interface in the digital textbook for leaner's leading to self-directed learning. To address those goals, the theory of affordance, which was related to affordance as leading to behavior, was applied for analyzing the user interface of digital textbook. Also, 10 students, 4th grade elementary school, were participated in the study. Participants were reported affordance's problems of digital textbook through Human Computer Interaction. As a result, some affordance's problems of the digital textbook were found out as follow; difficulty of page clicking, too small touch button, confusing the button, and, need to specific guidance. Based on the result, some suggestions were recommended to improve usability of digital textbook.

A Study on HCI Application based on Human Body Motion in Flight Game (활강 게임의 인체동작 기반 HCI 적용 연구)

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.320-322
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    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

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Effective Design of Visual Information for the Elderly: A Study on the Interaction between Wrist Band Type Walking Aid Device and the Elderly (노인을 위한 효과적인 시각 정보 디자인: 노인과 손목에 착용하는 보행 보조 장치의 상호 교류에 대한 연구)

  • Kim, A-Ram;Kim, Hye-Mi;Jeong, Kwang-Min;Kim, Jin-Woo
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.11-22
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    • 2017
  • For the elderly whose path-finding capability and distance perception abilities have been weakened, the study intends to provide UI design of a wrist type walking aid device which allows the elderly to receive both visual and haptic information that induces the elderly' occasional attention by utilizing currently available haptic technology. The study asked 30 the elderly older than 65 years old, target consumers of the technology, to wear a smart watch and find a path by following the directions provided by four different UI versions of Wizard of Oz. Then, the study has conducted post-experience interview. Quantitative analyses was performed their preference level, number of misguided participants and the number of deviations incurred. Based on the data collected, the study has applied grounded theory, a qualitative research methodology, in order to grasp new understanding about the research, and has consequently reached some significant implications for further research on wrist type walking aid device for the elderly, who show self-contradictory demands.

Bayesian Logistic Regression for Human Detection (Human Detection 을 위한 Bayesian Logistic Regression)

  • Aurrahman, Dhi;Setiawan, Nurul Arif;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.569-572
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    • 2008
  • The possibility to extent the solution in human detection problem for plug-in on vision-based Human Computer Interaction domain is very attractive, since the successful of the machine leaning theory and computer vision marriage. Bayesian logistic regression is a powerful classifier performing sparseness and high accuracy. The difficulties of finding people in an image will be conquered by implementing this Bavesian model as classifier. The comparison with other massive classifier e.g. SVM and RVM will introduce acceptance of this method for human detection problem. Our experimental results show the good performance of Bavesian logistic regression in human detection problem, both in trade-off curves (ROC, DET) and real-implementation compare to SVM and RVM.

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Qualitative Cross-Cultural Study on the Expression and Perception of Digital Images: Focusing on Cultural Schema (디지털 이미지의 표현과 해석 관점에서의 정성적 비교 문화 연구: 문화적 Schema 를 중심으로)

  • Choi, Gi-Woong;Kim, So-Lyung;Kim, Ji-Hyun;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1301-1308
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    • 2009
  • In this paper, we conducted cross-cultural studies on digital images, which is an important element of the user interface. We brought in the schema theory to explain the cross-cultural difference in expressing and perceiving digital images. Participant-ethnography, in-depth interview, and card sorting were conducted to explore how expression and perception of image are influenced by schemas. Our results of qualitative studies indicate that there are differences in schemas between cultures depending on the topic of expression and perception. With these results, we suggest globalization and localization strategies of website.

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