• 제목/요약/키워드: Memorability

검색결과 13건 처리시간 0.02초

색상 및 형태 특성을 이용한 로고 영상의 기억용이성 측정 및 예측 (A New Method for Measurement and Prediction of Memorability from Logo Images using Characteristics of Color and Shape)

  • 오상일;강행봉
    • 한국멀티미디어학회논문지
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    • 제18권12호
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    • pp.1509-1518
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    • 2015
  • Because a logo is a medium that connects between consumers and corporations or brands, designing memorable logo images is vital. Although predicting logo's memorability for brand marketing is essential, there have been only few researches that deal with memorability of logo images. In this paper, we analyze the memorability characteristics in logo images by performing experiments based upon our proposed prediction method for logo image's memorability. Our proposed research consists of three phases: crowdsourcing for memorability computing, computational phase for logo image's memorability, and development of a prediction model. Using computed memorability of logo images by "Visual Memory Game," we analyze the different characteristics of logo's memorability. We first developed a novel computational method that reflects logo image's color and shape. Each computational method on color and shape are selected by comparing the correlations between result values and ground truth memorability. Selected computational value is then converged with generic image feature descriptors such as SIFT and HoG to make a prediction model of logo's memorability. Using our method, we obtain reasonable performances in predicting logo image's memorability.

방해자극의 기억용이성이 목표자극의 기억 수행에 미치는 영향 (Effect of Distractor Memorability on Target Memory Performance)

  • 정수근
    • 감성과학
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    • 제25권2호
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    • pp.3-10
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    • 2022
  • 기억용이성은 자극이 얼마나 잘 기억될 수 있는가를 나타내는 척도로 자극의 지각적, 의미적 특성으로는 설명되지 않는 자극 고유의 특성이다. 기존의 기억용이성 연구는 주로 단독으로 제시된 자극을 얼마나 잘 기억할 수 있는가를 측정했다. 그러나 단일 자극만 제시하는 연구로는 다수의 자극이 동시에 나타나는 현실 세계의 시각 정보 처리 과정을 설명하는 데 한계가 있다. 이에 본 연구에서는 다수의 자극이 동시에 제시되었을 때 자극의 기억용이성 수준에 따라 기억 과제 수행이 어떻게 달라지는가를 알아봤다. 참가자들은 기억용이성이 높거나 낮은 방해자극과 동시에 제시된 목표자극을 기억하는 과제를 수행했다. 실험 결과, 목표자극의 기억용이성이 높았을 때 기억 수행이 향상되었으나, 목표자극의 기억용이성 효과는 동시에 제시된 방해자극의 기억용이성 수준의 영향을 받지 않았다. 이러한 결과는 높은 기억용이성을 가진 자극이 자동적으로 상향적 주의를 유도하지 않는다는 선행 연구 결과를 지지한다.

Memorablity and Security of Different Passphrase Generation Methods

  • 우 사이먼
    • 정보보호학회지
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    • 제28권1호
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    • pp.29-35
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    • 2018
  • Passphrases are considered to be more secure than passwords since they are longer than passwords. However, users choose predictable word patterns and common phrases to make passphrases memorable, which in turn significantly lowers security. While random passphrases appear to be stronger, surprisingly they are neither strong nor memorable. In this paper, we present the latest passphrase research, and introduce a new way to create a passphrase using mnemonics. Passphrase generation using mnemonics shows promising results in improving both strength and memorability.

Usability Evaluation of Mobile Banking Applications in Digital Business as Emerging Economy

  • Hamid, Khalid;Iqbal, Muhammad Waseem;Muhammad, Hafiz Abdul Basit;Fuzail, Zubair;Ghafoor, Zahid Tabassum;Ahmad, Sana
    • International Journal of Computer Science & Network Security
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    • 제22권2호
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    • pp.250-260
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    • 2022
  • Mobile Banking Applications (MBAPs) is one of the recent fads in mobile trading applications (Apps). MBAPs permit users to execute exchanges of money and many more whenever it might suit them; however, the primary issue for mobile banking Apps is usability. Hardly any investigation analyzes usability issues dependent on user's age, gender, exchanging accomplices, or experience. The purpose of this study is to determine the degree of usability issues, and experience of mobile banking users. The survey employs a quantitative method and performs user experiment on 240 participants with six different tasks on the application's interface. The post experiment survey is done with concerning participants. On the other hand, banking experts and Information Technology (IT) expert's group is also involved after the experiment. Expert's opinions about existing mobile banking Apps and suggestions for improving usability of MBAPs are collected through physical means (like questionnaire and interview) and online means like Google form. After that comparison of the opinions of users and experts about MBAPs is performed. The experimentation measures the tasks usability of various mobile banking apps with respect to its effectiveness, efficiency, trustfulness, learnability, memorability and satisfaction. The usability testing was led at different Universities and the outcomes acquired show that there are privacy and trust issues with their mobile banking apps. There is also a gap between users and experts which should be minimized by applying customized usability models, modes concept like other application software and also by adding complete features of banking in MBAPs. It will benefit mobile banking apps users, developers and usability engineers by providing user-friendly which are up to the mark of user's requirements.

제품의 학습성을 평가하기 위한 학습곡선 모델의 적용 (Application of Learning Curve to evaluate Product Learnability)

  • 정광태;홍자인
    • 대한인간공학회지
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    • 제27권2호
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    • pp.59-65
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    • 2008
  • Product usability consists of many attributes such as learnability, efficiency, memorability, and so on. In particular, learnability is one of the most important attributes in product usability. Therefore, many people consider the primary criterion for a good user interface to be the degree to which it is easy to learn. Learnability represents the degree of how much can easily learn the usage of a product. It concerns the features of the interactive system that allow novice users to understand how to use it initially and then how to attain a maximal level of performance. In this study, we studied on the application of learning curve to evaluate product learnability. In order to validate the applicability, we carried out simple experiment using mobile phone. We got task completion times through the experiment and predicted the times using learning curve model. And then, we compared prediction times to task completion times. Finally, we identified that learning curve could apply to predict and compare product learnability.

VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용 (Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education)

  • 박태정;차현진
    • 한국IT서비스학회지
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    • 제21권2호
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    • pp.127-143
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    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

Study on the Effect of the Usability and Usefulness of Mobile Application Programs on Buying Intention

  • Oh, Young-Sam
    • 유통과학연구
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    • 제11권11호
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    • pp.41-47
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    • 2013
  • Purpose -This paper aims to understand how easy and convenient it is for consumers to use mobile services. A mobile service combines hardware and software with information technology. To specifically meet the needs of users of mobile applications, the context of usability was identified in consumer mobile services. Research Design, Data, and Methodology - For usability measurement and evaluation, appliances and software were the main target: this applied to an expanding range, such as a Personal Digital Assistant (PDA), mobile phones, and wired and wireless integrated services. This study extended the Technology Acceptance Model (TAM) by examining the roles of two characteristics of mobile applications'usage: usability and usefulness. Results - The study tested the research model using a structural equation modeling (SEM) technique. Results showed no significant differences between the two models. Usability comprised learnability, efficiency, memorability, errors, and satisfaction: the motivation for using a mobile application was understood as being the usefulness and easy-of-use of the mobile application. This empirical study validated the proposed research model and hypotheses, and found that the hypotheses could be supported. Finally, the phenomena derived from the causal relationships in usability were identified, and their implications considered.

모바일 폰 한글입력방식의 유니버셜 디자인에 관한 연구 (Universal Design of Hangul Input Method for Mobile Phones)

  • 홍승권
    • 대한인간공학회지
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    • 제26권3호
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    • pp.117-124
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    • 2007
  • A few people are frequently using Korean text entry function in the mobile phone. To make matters worse, too many kinds of Korean text entry methods exist in the market, compelling mobile phone users to learn how to input texts all over again, whenever they purchase a new mobile phone. The purpose of this study is to propose a universal design of Korean text entry method for mobile phones. Several experiments and several questionnaire surveys were conducted in order to induce design factors for the universal design. Participants were mobile phone users with the diverse levels of text entry expertise and with the diverse ages. The results of this investigation were identical, irrespective of participants' age and expertise. The efficiency of the text entry method was not more important factor than memorability. The layout of vowels to keypad was preferred to map just 3 strokes to the 3 buttons so that users can make for themselves vowels that they want to input. The preference on the consonants layout was different according to investigation methods. According to the survey, it was preferred that consonants were arranged by alphabet order. However, the result of text entry speed measurement was that the arrangement by alphabet order was not superior to the typical arrangement. Such results may be used to design mobile phones for diverse users.

노인용 걷기게임 '팔도강산3'의 사용성 연구 (Usability Test of 'Paldokangsan3' a Walking Game for the Elderly)

  • 김경식;이윤정;오두남
    • 한국게임학회 논문지
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    • 제15권1호
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    • pp.145-154
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    • 2015
  • 본 연구의 목적은 노인의 신체적 정신적 건강 향상을 위해 개발된 기능성 게임인 '팔도강산3'의 사용성을 검증하고자 한 것이다. 본 게임기계를 1달간 양로원에 설치한 후 노인들이 자율적으로 실험에 참여하도록 하였으며, 참여를 독려하기 위해 3차례의 대회를 치루면서 게임 내 플레이 정보저장과 함께 연구자의 관찰, 설문 및 면담을 통해 자료를 수집하였다. 8명이 참여하였으며, 조작편의성, 조작방식의 학습성, 기억성, 도전감 등의 연구결과는 프로그램 적용 전후 통계적인 유의한 차이를 나타내지 못하였으나 대부분의 대상자가 지적 장애를 비롯하여 인지기능저하가 있었음에도 적용 기간 동안 매일 2-3회씩 참여하였다. 면담 결과 주관적인 만족감이 표현됨으로써, 추후 본 프로그램의 적용 확대 가능성을 확인하는데 그 의의를 찾을 수 있었다.

Towards Establishing a Touchless Gesture Dictionary based on User Participatory Design

  • Song, Hae-Won;Kim, Huhn
    • 대한인간공학회지
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    • 제31권4호
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    • pp.515-523
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    • 2012
  • Objective: The aim of this study is to investigate users' intuitive stereotypes on non-touch gestures and establish the gesture dictionary that can be applied to gesture-based interaction designs. Background: Recently, the interaction based on non-touch gestures is emerging as an alternative for natural interactions between human and systems. However, in order for non-touch gestures to become a universe interaction method, the studies on what kinds of gestures are intuitive and effective should be prerequisite. Method: In this study, as applicable domains of non-touch gestures, four devices(i.e. TV, Audio, Computer, Car Navigation) and sixteen basic operations(i.e. power on/off, previous/next page, volume up/down, list up/down, zoom in/out, play, cancel, delete, search, mute, save) were drawn from both focus group interview and survey. Then, a user participatory design was performed. The participants were requested to design three gestures suitable to each operation in the devices, and they evaluated intuitiveness, memorability, convenience, and satisfaction of their derived gestures. Through the participatory design, agreement scores, frequencies and planning times of each distinguished gesture were measured. Results: The derived gestures were not different in terms of four devices. However, diverse but common gestures were derived in terms of kinds of operations. In special, manipulative gestures were suitable for all kinds of operations. On the contrary, semantic or descriptive gestures were proper to one-shot operations like power on/off, play, cancel or search. Conclusion: The touchless gesture dictionary was established by mapping intuitive and valuable gestures onto each operation. Application: The dictionary can be applied to interaction designs based on non-touch gestures. Moreover, it will be used as a basic reference for standardizing non-touch gestures.