• Title/Summary/Keyword: Perception of user

Search Result 687, Processing Time 0.022 seconds

A Hybrid Tendency of Contemporary Landscape Design (현대조경설계의 하이브리드적 경향)

  • Jang Il-Young;Kim Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.34 no.2 s.115
    • /
    • pp.80-98
    • /
    • 2006
  • This study originated from following questions. What can we understand the conception of deconstruction, which has been the core idea of new discourses developed in various ways since modernism? How can this question be interpreted in landscape design? What is the conceptional frame of integration the prominent hybrid post-genre movements and phenomena? The frame can be epitomized with the deconstruction phenomenon. 'Deconstruction' is the core conception appeared in late or post-modern ages in the embodiment of modernity and can be viewed as an integrating or a hybrid phenomenon between areas or genres in formative arts. Therefore, the author regards the hybrid movements widely witnessed in the post contemporary formative arts as one of the most important indicators of de-constructive signs. It is safe to say that the phenomenon of this integration or hybridism, of course, does not threaten the identity of landscape design but serves as an opportunity to extend the areas of landscape design. One of the consequences of this integration or hybridism is the voluntary participation of users who have been alienated in the production of the meanings of design works and hybrid landscape design with the hybridization of genres that is characterized with transformation in forms. This view is based on the distinction between hybridization of interactions between the designer (the subject) and the user (the object), and hybridization of synesthesia. Generally speaking, this is an act of destroying boundaries of the daily life and arts. At the same time, it corresponds to vanishing of modern aesthetics and emerging of post-contemporary aesthetics which is a new aesthetic category like sublimeness. This types of landscape design tries to restore humans' sensibility and perceptions restrained by rationality and recognition in previous approach and to express non-materialistic characteristics with precaution against excessive materialism in the modern era. In light of these backgrounds, the study aims to suggest the hybrid concept and to explorer a new landscape design approach with this concept, in order to change the design structure from 'completed' or 'closed' toward 'opened' and to understand the characteristics of interactions between users and designs. This new approach is expected to create an open-space integrating complexity and dynamics of users. At the same time, it emphasizes senses of user' body with synesthesia and non-determination. The focus is placed on user participation and sublimity rather than on aesthetic beauty, which kind of experience is called simulacre. By attaching importance to user participation, the work got free from the material characteristics, and acceptance from the old practice of simple perception and contemplation. The boundaries between the subject and object and the beautiful and ordinary, from the perspective of this approach, are vanished. Now everything ordinary can become an artistic work. Western dichotomy and discrimination is not effective any more. And there is 'de-construction' where there is perfect equality between ordinary daily life and beautiful arts. Thus today's landscape design pays attention to the user and uses newly perceived sensitivity by pursing obscure and unfamiliar things rather than aesthetic beauty. Space is accordingly defined to take place accidentally as happening and event, not as volume of shape. It's the true way to express spatiality of landscape design. That's an attempt to reject conventional concepts about forms and space, which served as the basis for landscape design, and to search for new things.

Relevance Feedback for Content Based Retrieval Using Fuzzy Integral (퍼지적분을 이용한 내용기반 검색 사용자 의견 반영시스템)

  • Young Sik Choi
    • Journal of Internet Computing and Services
    • /
    • v.1 no.2
    • /
    • pp.89-96
    • /
    • 2000
  • Relevance feedback is a technique to learn the user's subjective perception of similarity between images, and has recently gained attention in Content Based Image Retrieval. Most relevance feedback methods assume that the individual features that are used in similarity judgments do not interact with each other. However, this assumption severely limits the types of similarity judgments that can be modeled In this paper, we explore a more sophisticated model for similarity judgments based on fuzzy measures and the Choquet Integral, and propose a suitable algorithm for relevance feedback, Experimental results show that the proposed method is preferable to traditional weighted- average techniques.

  • PDF

Telepresence Robotic Technology for Individuals with Visual Impairments Through Real-time Haptic Rendering (실시간 햅틱 렌더링 기술을 통한 시각 장애인을 위한 원격현장감(Telepresence) 로봇 기술)

  • Park, Chung Hyuk;Howard, Ayanna M.
    • The Journal of Korea Robotics Society
    • /
    • v.8 no.3
    • /
    • pp.197-205
    • /
    • 2013
  • This paper presents a robotic system that provides telepresence to the visually impaired by combining real-time haptic rendering with multi-modal interaction. A virtual-proxy based haptic rendering process using a RGB-D sensor is developed and integrated into a unified framework for control and feedback for the telepresence robot. We discuss the challenging problem of presenting environmental perception to a user with visual impairments and our solution for multi-modal interaction. We also explain the experimental design and protocols, and results with human subjects with and without visual impairments. Discussion on the performance of our system and our future goals are presented toward the end.

The Relation of Model Structure on the Brand, Quality Perception and Credit Card Selection by Credit Card User Based on Life Style (신용카드 사용자의 생활양식에 따른 브랜드 지각, 품질 지각, 카드 선택의 관계구조)

  • Kim, Lark-Sang
    • Proceedings of the KAIS Fall Conference
    • /
    • 2008.11a
    • /
    • pp.125-130
    • /
    • 2008
  • 개인들의 생활양식이 변화함에 따라 소비성향도 크게 변화하고 있다. 개인이 지니고 있는 독특한 생활양식은 소비생활에 많은 차이를 보이고 있다. 최근 들어 개인의 소비 패턴은 신용 카드 사용에 따른 많은 변화를 보이고 있다. 특히 개인의 생활양식 또는 카드 브랜드의 지각과 품질에 대한 지각 차이가 카드 선택의 많은 차이를 보이고 있다. 따라서 신용 카드 회사에서는 카드 사용자들의 특성을 분석하고자 많은 연구를 시도하고 있다. 그렇지만 개인의 생활양식과 카드에 대한 브랜드, 품질 지각 및 카드 선택의 관계 구조를 명확하게 연구한 사례는 부족하다. 따라서 본 연구에서는 이러한 각 요인 간의 관계구조를 분석하여 차별화된 서비스를 제공할 수 있는 기초를 제공하고자 하였다.

  • PDF

Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
    • /
    • v.24 no.1
    • /
    • pp.1-27
    • /
    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).

A Study on Consumers Purchasing Behavior of Mobile Shopping - User Characteristics, Flow, Perceived Risk, Involvement - (모바일 쇼핑의 소비자 구매행동에 관한 연구 - 사용자 특성, 플로우 경험, 지각된 위험, 관여 유형를 중심으로 -)

  • Song, Dong-Hyo;Kang, Sun-Hee
    • Management & Information Systems Review
    • /
    • v.34 no.3
    • /
    • pp.79-100
    • /
    • 2015
  • This study is to examine the factors that influence purchasing behavior and decision-making when consumers buy goods through mobile shopping, define purchasing decision-making with the steps of problem recognition, information search, alternative assessment, and purchasing behavior to understand mobile consumer behavior, and investigate how the factors of each step play roles and influence consumers' purchasing decision-making through positive analysis to figure out consumer purchasing behavior in mobile shopping. The study results, First, the user characteristics of information search influence flow. Second, in the relations between the user characteristics in the step of information search and perceived risk in alternative assessment, if recognition on gains is higher, perceived risk for time loss gets lower, and when the level of skills is higher, perceived risk gets higher, and it has been partly adopted that innovativeness does not influence risk perception. Third, in the relations between flow experience and purchasing intention, it has been found to be partially significant that remote presence and challenge do not influence purchasing intention but do influence excitement, attention concentration, and control and also do influence perceived risk and purchasing intention. Fourth, according to the results of analyzing the difference of consumer purchasing behavior by the types of involvement, practical involvement and sensual involvement, user characteristics and flow, and perceived risk differ by the types of products in terms of the search process, thereby changing purchasing intention. Lastly, the significance and limitations of this study was discussed.

  • PDF

A Study on the Intention to Use ChatGPT Focusing on the Moderating Effect of the MZ Generation (MZ세대의 조절효과를 중심으로 한 ChatGPT의 사용의도에 관한 연구)

  • Yang-bum Jung;Jungmin Park;Hyoung-Yong Lee
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.4
    • /
    • pp.111-127
    • /
    • 2023
  • This study is a study on user perception of ChatGPT use. The goal of this study is to analyze the relationship between user policy expectations and user innovativeness on ChatGPT technology acceptance and intention to use using variables of TRA (Theory of Reasoned Action). The impact of policy expectations and user innovativeness on the intention to use by mediating usefulness and hedonic motivation, and the impact of subjective norms on the usefulness and intention to use were analyzed by dividing them into the MZ generation and the non-MZ generation. It was verified whether there was a moderating effect on the effect of age differences on usefulness by interacting with policy expectations. An online survey was conducted on 300 ChatGPT users using PLS (Partial Least Square) structural equations and SPSS Package, and statistical analysis was performed using PLS and SPSS. According to the analysis results, it was confirmed that the higher the initial user's innovativeness, the higher the intention to use ChatGPT. In addition, the moderating effect analysis comparing the differences between the MZ generation and the non-MZ generation showed that policy expectations had a negative effect on the usefulness of ChatGPT use.

User-Centered Service Design Research on Shared Vehicle for Camping (캠핑용 공유 차량 사용자 중심 서비스 디자인 연구)

  • Hur, Hyun-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.8
    • /
    • pp.473-482
    • /
    • 2019
  • People's leisure activities have increased due to changes in perception of social life. Camping cars are becoming popular due to the development of camping culture and traveling. However, there are not many users compared to the population of the camper due to the difficulty of economy and usability. Making it not easy to purchase or rent a camping car. Therefore, this study researches on camping service by combining shared services. It is aimed to provide a user centered camping shared service considering usage and economic efficiency. This study analyzed the concept, characteristics and current status of shared service and camping car with reference to domestic, overseas literature and internet data to provide basic data of camping car using shared service. In addition, through case study of shared vehicles, it is possible to grasp the current market. Integrate P2P, B2C, renting company and individuals to derive the design of A2P (All to People)service which connects and shares all. The user can have its own space available at the desired place and time. This study is a camping or unique mobile space service design that can be easily experienced in everyday life. It will reduce the strain of maintaining expenses and also process of pick up, return is freely making user-centered service design. This service design will lead to a diverse range of leisure activities and contribute to the upsweep of the camper industry.

3D Physical User Interface System using a Dominant Eye and an Index Fingertip (주시안과 검지 끝 점을 이용한 3차원 물리 사용자 인터페이스 시스템)

  • Kim, Kyung-Ho;Ahn, Jeeyun;Lee, Jongbae;Kwon, Heeyong
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.2
    • /
    • pp.138-146
    • /
    • 2013
  • In this paper, we propose a new 3D PUI(Physical User Interface) system in which the index fingertip points and moves a mouse position on a given monitor screen. There are two 3D PUI schemes to control smart devices like smart TVs remotely, the relative pointing one and the absolute pointing one. The former has a problem in that it does not match the human perception process, and the latter requires excessive movement of the body. We combined the relative one and the absolute one, and develop a new intuitive and user-friendly pointing method, 3D PUI. It requires an establishment of a pyramid shape visible area (view volume) to point a mouse position on a screen with the dominant eye. In order to maintain the real-time view volume, however, it requires large computation depending on the movement of the dominant eye. We optimized the computation of the view volume in which it determines the internal and external position on the screen. In addition, Kalman filter is applied with tracing of the mouse pointer position to stabilize the trembling of the pointer and offers the user ease of use.

A Study on Individual User's Preference for Cloud Storage Service (클라우드 스토리지 서비스에 대한 개인 사용자의 선호 요인 연구)

  • Lee, Sewon;Hong, Ahreum;Hwang, Junseok
    • Journal of Technology Innovation
    • /
    • v.23 no.1
    • /
    • pp.1-36
    • /
    • 2015
  • The purpose of this research is to find individual user's preference for cloud storage service such as Daum Cloud, Naver N-Drive, GoogleDrive, Dropbox, SkyDrive and iCloud. Through literature reviewed and pilot tests, 6 attributes of cloud storage service (storage capacity, perceived cost, collaboration, accessibility, social influence and perceived security) were selected and all 6 attributes had significant effects on the preference of cloud storage service by conjoint analysis. The results shows that the user's willingness to pay is estimated 10,553 won for the free storage, 4,646 won for the function for mobile accessibility, and 2,443 won for more reliable cloud computing service provider. This study has significance to apply conjoint analysis with economic, technological, and environmental factors to cloud storage service (SaaS) and shed light on policy promotion of next generation of cloud computing ecosystem by user perception with willingness to pay on the storage service.