• Title/Summary/Keyword: Kansei

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Design and Evaluation of Cl Symbol Marks by Hybrid Kansei Engineering (Hybrid 감성공학에 의한 CI 심벌마크의 설계 및 평가)

  • 장인성;박용주
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.06a
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    • pp.489-496
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    • 2001
  • 본 연구에서는 기업의 경영이념이나 특성 등을 시각적 이미지로 표현하는 CI(Corporate Identity) 심벌마크의 설계 및 평가를 위해 Hybrid 감성공학기법을 적용하였다. 먼저, CI 심벌마크에 내재된 기업의 시각적 이미지를 분석하기 위하여 SD평가를 실시하였으며 CI 심벌마크의 디자인 요소와 기업이미지와의 상관관계를 분석하기 위하여 정통적인 감성공학적 접근방식에 해당하는 순향성 감성공학기법을 적용하였다. 최종적으로는 CI 심벌마크의 디자인 요소로부터 기업이미지에 대한 고객의 감성을 자동으로 평가할 수 있는 시스템을 개발하기 위하여 역향성 감성공학기법을 적용하였다. 구축된 시스템은 CI 심벌마크의 설계를 지원함으로써 설계에 소요되는 시간과 비용을 효과적으로 줄일 수 있는 유용한 도구로 장차 이용되리라 기대된다.

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The Development of the Conceptual Model Visualization Program (개념모델 가시화 프로그램의 개발)

  • Choi, Hong-Seok;Okazaki, Akira
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.573-580
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    • 2010
  • The earlier KANSEI evaluation had to choose not to overlap the opposite meaning of the words, had to choose that some figures are shown step by step and had to choose be prepared things in advance. However, The Study shows a method which visualizes the imprecise evaluations of human without choosing evaluation items which are not prepared figures. The program is used the way which is entered by hand-drawing that the subjects use the way to enter their subjective feelings about the evaluations presented by using the mouse or the graphics tablet. It is possible to express imprecise things about evaluations and the method of drawing is free. The program provides that we can express our thinking by drawing and there are a few limits and the prescribed standard. The area ratio of each circle is expressed as a pie chart and the area of circle what is drawn which is counted automatically at the same time. These things are possible not only to modify a transparency, a thickness of a line, a color and the area of circle what is drawn, but also to adjust the area of circle. The conceptual model is visualized that expresses something by hand-drawing such as a circle. The conceptual model has wide range of applications such as a personnel evaluation, a suffering evaluation and product evaluation. The program currently has been testing the effective of the program's possibilities which is used with the personnel appraisal tool of the nurses themselves who work in nurse support department where the St. Marianna University School of Medicine Hospital is. And also the program is proceeding with development to visualize the conceptual model by dynamic interfaces effectively and the program is applied such as KJ method and a program is used to express the kind of the patient's pain and its level.

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A Study on Consumer's Evaluations on and Preferences for Formative images of Products (제품디자인을 위한 조형 이미지의 평가와 선호에 관한 연구)

  • 김관배
    • Archives of design research
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    • v.13 no.1
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    • pp.167-178
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    • 2000
  • Today's world has been changing form post-industrial society to information society, and criteria of human value, also, has been changing from physical to intellectual and sensible. Based on this trend, intellectual and sensible value of a product is becoming more important in comsumer's market than physical value. The environment of product design has been rapidly changing. Users and consumers pursuit sensible satisfaction through their lives based on images of products. As the environment in which a product is used has been more important, companies have placed more emphasis on consumers and users, and are trying to satisfy their consumers by developing products with emphasis on their design, as well as to develop human technology. In ever-changing environment, a question is if sensible design can be developed in product design. Companies could upgrade their competitive power and brand image only if they could develope designs which could satisfy consumers through sensible design approach with a base on systematic research on h~man sensibility. In this context, the purpose of this study was to: investigate consumer's evaluations on and preferences for formative images of products according to the types of human sensibility. This research study placed emphasis on quantitative analysis of consumers' emotional needs to find out consumer's evaluations on and preferences for formative images of products. The researcher reviewed related literature on human sensibility and design, as well as G-Kansei and product design. Data were collected through a questionnaire and analyzed through a statistical program, and highly effective design strategy was investigated through analysis of data and interpretation of the results.

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A Study on Consumer Emotion for Social Robot Appearance Design: Focusing on Multidimensional Scaling (MDS) and Cluster Analysis (소셜 로봇 외형 디자인에 대한 소비자 감성에 관한 연구: 다차원 척도법 (MDS)과 군집분석을 중심으로)

  • Seong-Hun Yu;Ji-Chan Yun;Junsik Lee;Do-Hyung Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.397-412
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    • 2023
  • In order for social robots to take root in human life, it is important to consider the technical implementation of social robots and human psychology toward social robots. This study aimed to derive potential social robot clusters based on the emotions consumers feel about social robot appearance design, and to identify and compare important design characteristics and emotional differences of each cluster. In our study, we established a social robot emotion framework to measure and evaluate the emotions consumers feel about social robots, and evaluated the emotions of social robot designs based on the semantic differential method, an kansei engineering approach. We classified 30 social robots into 4 clusters by conducting a multidimensional scaling method and K-means cluster analysis based on the emotion evaluation results, confirmed the characteristics of design elements for each cluster, and conducted a comparative analysis on consumer emotions. We proposed a strategic direction for successful social robot design and development from a human-centered perspective based on the design characteristics and emotional differences derived for each cluster.

Design Variable Selection and Screening for the Perceived Quality Analysis of Front Visibility in Motor Vehicle Design (운전 자세에서 인지되는 시야 개방감에 대한 영향 변수 추론 및 모형화 방법)

  • Oh, Jin-Wook;Yun, Myung-Hwan
    • IE interfaces
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    • v.21 no.1
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    • pp.43-50
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    • 2008
  • Understanding consumers' latent desires for product form has now become a critical issue in product design. Accordingly, product development processes is rapidly changing from product-oriented development to user-centered development. Driver visibility is considered as an important element of driving posture packaging in automobile interior design. This study presents a systematic process for driver visibility analysis approached from affective engineering method that provides design variable selection and screening with respect to the image/impression element of the human visibility. Also, the analysis of front visibility, often called the feeling of "openness", in motor vehicle interior design, is selected and practiced a case study using the systematic process proposed in this study. Twenty six participants evaluated the feeling of openness for thirty motor vehicles following the perceived scale of affective design factors. The results showed that variables such as the height of head lining, the height of cluster housing, the gradient of windshield and the volume of A-pillar were the critical design variables which affect the feeling of openness in a motor vehicle.

IMPRESSION-DRIVEN DESIGN SCHEME FOR A CLASS OF 3D OBJECTS BASED ON MORPHABLE 3D SHAPE MODEL, AND ITS AUTOMATIC BUILDUP BY SUPPLEMENTARY FEATURE SAMPLING

  • Inaba, Yoshinori;Kochi, Jumpei;Ishi, Hanae;Gyoba, Jiro;Akamatsu, Shigeru
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.606-611
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    • 2009
  • This paper describes a method for achieving a novel design within a class of 3D objects that would create a preferred impression on users. Physical parameters of the 3D objects that might strongly contribute to their visual impressions are sought through computational investigation of the impression ratings obtained for learning samples. "Car body" was selected as the class of 3D objects to be investigated. A morphable 3D model of car bodies that describes the variations in appearance using a smaller number of parameters was obtained. Based on each car body's rating for the impression of speediness obtained by paired comparison, the visual impression was transformed by manipulating the parameters defined in the morphable 3D model. The validity of the proposed method was confirmed by psychological experiments. A new scheme is also proposed to properly re-sample a novel object of a peculiar shape so that such an object could also be represented by the morphable 3D model.

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An Interactive Approach Based on Genetic Algorithm Using Ridden Population and Simplified Genotype for Avatar Synthesis

  • Lee, Ja-Yong;Lee, Jang-Hee;Kang, Hoon
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.2 no.3
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    • pp.167-173
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    • 2002
  • In this paper, we propose an interactive genetic algorithm (IGA) to implement an automated 2D avatar synthesis. The IGA technique is capable of expressing user's personality in the avatar synthesis by using the user's response as a candidate for the fitness value. Our suggested IGA method is applied to creating avatars automatically. Unlike the previous works, we introduce the concepts of 'hidden population', as well as 'primitive avatar' and 'simplified genotype', which are used to overcome the shortcomings of IGA such as human fatigue or reliability, and reasonable rates of convergence with a less number of iterations. The procedure of designing avatar models consists of two steps. The first step is to detect the facial feature points and the second step is to create the subjectively optimal avatars with diversity by embedding user's preference, intuition, emotion, psychological aspects, or a more general term, KANSEI. Finally, the combined processes result in human-friendly avatars in terms of both genetic optimality and interactive GUI with reliability.

HUMAN INTERFACE TO MULTIMEDIA DATABASE SYSTEMS

  • Higuchi, Kazugide;Tada, Masahiro;Ogino, Akihiro;Sato, Ayumi;Yano, Emi;Kobayashi, Hayato;Kato, Toshikazu
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.274-277
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    • 2002
  • To transmit users' intentions that vary with each person, intuitive and hi-directional interactions between users and a computer are necessary. We considered these interactions by dividing them into two spaces, physical space and informational space. Informational space supports human thinking process by arranging and visualizing much information. Physical space reproduces the real world where various restrictions exist to virtual space. From the viewpoint of three aspects - contents model, kansei model and context model - we defined the style of the interaction between user and multimedia database. In this paper, for the purpose of examining the way to realize the interaction based on these models, we developed interior design coordination support system and garden coordination system, and then evaluated them.

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A Statistical Approach to Screening Product Design Variables for Modeling Product Usability (사용편의성에 영향을 미치는 제품 설계 변수의 통계적 선별 방법)

  • Kim, Jong-Seo;Han, Seong-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.19 no.3
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    • pp.23-37
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    • 2000
  • Usability is one of the most important factors that affect customers' decision to purchase a product. Several studies have been conducted to model the relationship between the product design variables and the product usability. Since there could be hundreds of design variables to be considered in the model, a variable screening method is required. Traditional variable screening methods are based on expert opinions (Expert screening) in most Kansei engineering studies. Suggested in this study are statistical methods for screening important design variables by using the principal component regression(PCR), cluster analysis, and partial least squares(PLS) method. Product variables with high effect (PCR screening and PLS screening) or representative variables (Cluster screening) can be used to model the usability. Proposed variable screening methods are used to model the usability for 36 audio/visual products. The three analysis methods (PCR, Cluster, and PLS) show better model performance than the Expert screening in terms of $R^2$, the number of variables in the model, and PRESS. It is expected that these methods can be used for screening the product design variables efficiently.

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A Study on the Customer-Oriented Design Using Desirability Function and Taguchi Method (호감도 함수와 다구찌 법을 이용한 고객지향설계에 관한 연구)

  • Jae Hun Jo;Ji Ho Lee;Jong Pil Park;Yoon Eui Nahm
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.45 no.4
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    • pp.99-108
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    • 2022
  • Today, as technology advances and market competition for products intensifies, the product design to improve customer satisfaction by accurately identifying customer needs is emerging as a very important issue for company. Accordingly, the customer-oriented or customer-centered design that maximizes customer satisfaction by grasping and analyzing customer requirements is in the spotlight as an important design theory. In this study, the customer-oriented design is defined as finding the optimal value of design variable with the maximum overall customer satisfaction while minimizing the difference in individual customer satisfaction responded to various customers from multiple product quality characteristics from the perspective of robust design. Therefore, this study presents a new method for modeling the customer preference structure as the different sets of desirability functions for multiple quality characteristics and proposes a new customer-oriented design approach by applying the desirability functions to Taguchi's robust design process to deal with multi-characteristic design problem. Finally, the proposed method is illustrated with the Kansei engineering design problem of wine glass.