• Title/Summary/Keyword: Sensibility performance

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A Study on the Emotional Evaluation of fabric Color Patterns

  • Koo, Hyun-Jin;Kang, Bok-Choon;Um, Jin-Sup;Lee, Joon-Whan
    • Science of Emotion and Sensibility
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    • v.5 no.3
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    • pp.11-20
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    • 2002
  • There are Two new models developed for objective evaluation of fabric color patterns by applying a multiple regression analysis and an adaptive foray-rule-based system. The physical features of fabric color patterns are extracted through digital image processing and the emotional features are collected based on the psychological experiments of Soen[3, 4]. The principle physical features are hue, saturation, intensity and the texture of color patterns. The emotional features arc represented thirteen pairs of adverse adjectives. The multiple regression analyses and the adaptive fuzzy system are used as a tool to analyze the relations between physical and emotional features. As a result, both of the proposed models show competent performance for the approximation and the similar linguistic interpretation to the Soen's psychological experiments.

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RELATIONSHIP BETWEEN USABILITY AND SUBJECTIVE PREFERENCE: CROSS-CULTURAL STUDY BETWEEN KOREA AND JAPAN

  • Lee, Kun-Pyo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.104-108
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    • 2000
  • The paper sets the goal as understanding relationship between usability and subjective preference with the cross- cultural comparison between korea and Japan. Total 42 Korean and japanese housewives participated in the experiment where subjects evaluated their subjective preferences on 16 different variations of computer-simulated microwave ovens. In additions, subjects also performed usability testing over 9 different microwave ovens with 6 different tasks given to users. Subjective preferences and usability were analyzed by Conjoint analysis to identify relative importance of features. The results showed that, in case of Korean subjects, subjective preference has positive relationship with usability (i.e. aesthetically good product also showed better performance in usability testing).However, Japanese subjects showed the tendency that subjectively preferred products are not necessarily evaluated good in usability testing (i.e. god aesthetic is one thing and high usability is another). this difference leads the speculation that culture plays a role in balancing the relationship between aesthetic and functionality.

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Discrimination of Motions with Physical Deformation of Muscles and EMG

  • Unkawa, Taksshi;Iida, Takeo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.109-112
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    • 2000
  • The purpose of the present study is to evaluate the basic upper-limb involved in products manipulation. Upper-limb muscular deformations and electromyography (EMG) measurements are used as indexes for estimated motion: hand opening and closing, wrist extending and flexing, pronation and supination, grasping conditions. Measured values are analyzed by multivariate analysis and a regression equation is obtained for estimating the characteristics of upper-limb performance. Muscular deformation is defined as a change in shape, such as a pressure changes when the hand or wrist moves. hand opening and closing can be discriminated at a higher percentage of accuracy by muscular deformation data than by EMG data. Muscular deformation measurements using air-pack pressure sensors were verified to be effective in motion estimation applications.

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Development of Interface Design and Evaluation Criteria of Internet Retail Transaction (인터넷 상거래의 인터페이스 디자인 및 평가지침 개발)

  • Park, Hee-Sok;Jang, Dong-Sung;Lee, Jeong-Kew;In, Chi-Ho
    • Journal of Korean Institute of Industrial Engineers
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    • v.26 no.2
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    • pp.146-154
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    • 2000
  • This study showed a way to develop web site of shopping mall through systematic identification of the interface elements affecting user's performance and subjective sensibility for Internet shopping mall. To quantify the effects of factors, simulators were designed and used in experiments. It was shown that location of 'Table of Contents'(left > right = up = down) and 'Menu' type(non_Drop down and page Movement = Drop down and page Movement > Drop down and non_age Movement) were the significant factors. However, whether 'Frame' was used or not, there was no significant difference. Also, in the evaluation of subjective sensibility, 'Background color' was a significant factor. And for 'Header & Scanning Column color', yellow color had a tendency to enhance satisfaction for 'simplicity', while green or blue color strengthened 'balance' feeling. But 'text style' was not significant.

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Evaluation of loudspeaker performance considering human auditory characteristics (인간의 청각특성을 고려한 스피커의 성능평가법)

  • 방희석/안철용/성굉모;안철용;성굉모
    • Science of Emotion and Sensibility
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    • v.1 no.1
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    • pp.171-179
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    • 1998
  • 스피커의 음질을 평가하기 위해서 가장 많이 측정하는 것은 주파수 응답이다. 그러나 주파수 응답으로부터 바로 스피커의 성능을 평가하기는 어려운데, 이는 인간의 청각특성이 주파수나 음압에 대해 선형적인 관계를 가지지 않기 때문이다. 본 논문에서는 인간의 청각특성 중 24개의 임계대역과 라우드니스 등을 이용하여 스피커의 성능을 평가하는 방법을 제안한다. 본 논문에서 제안하는 방법은 지향서을 고려하여 스피커의 주파수 응답을 구한 후 이를 이상적인 스피커의 주파수 응답과 임계대역-라우드니스 영역에서 비교하여 음질평가지수를 산출한다. 제안된 방법에 의한 스피커의 성능 평가법은 신뢰도가 가장 큰 문제가 되므로 청취평가를 수행하여 그 결과와 비교하고 상관관계를 보였다. 제안된 방법에 의한 결과와 청취평가의 결과는 0.9765의 높은 상관관계를 가졌는데, 이는 본 논문에서 제안하는 방법이 청취평가 대용으로 훌륭히 사용될 수 있음을 의미한다.

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EEG Characteristics by Age during Task Performance on True/False Decision Making (연령별 긍/부정 판단 과제시의 뇌파 특성)

  • 최지연;이경화;정희윤;김기홍;김현빈;손진훈
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.11a
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    • pp.255-259
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    • 2001
  • 본 연구에서는 긍/부정 판단 과제 시 연령간 뇌파 반응의 차이를 밝히고자 한다. 실험 대상의 연령은 10명(20대 5명, 60대 5명)이었으며, 모두 오른손잡이였다. 실험과제는 의미과제와 일화과제로 구분되며 각각 12문항으로 구성된다. 의미기억과제 덧셈문제를, 일화기억 과제는 도형을 이용하였으며, 마우스 버튼을 눌러 긍/부정 판단 반응을 하도록 하였다. 뇌파는 PE1, PF2, F3, F4, O1, O2에서 단극유도법으로 측정되었으며, EOG를 측정하여 뇌파분석 시에 눈 깜박임으로 인하 noise를 제거하도록 하였다. 뇌파 분석은 원자료를 FFT(Fast Fourier Transformation)를 수행하여 각 대역의 상대적인 power를 구하는 방법으로 이루어졌다. 분석 결과, 반응 시간은 긍/부정판단간의 차이는 없었으나, 두 과제 모두에서 연령별로 유의미한 차이가 있었다. 긍/부정판단간의 따른 뇌파 반응은 명확한 차이가 나타나지 않았다. 연령에 따른 뇌파반응은 theta파, slow beta, fast beta에서 유의한 차이가 나타났다.

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Toward Measuring Presence of Navigation in Virtual environment (가상환경 항해 활동의 현실감 평가를 위한 실증적 연구)

  • 김현정;서형준;고희동;최윤철;김진우
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.03a
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    • pp.29-34
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    • 1999
  • 본 논문은 가상현실기술을 이용한 감성측정평가 시뮬레이터 구축의 일환으로 개발한 3차원 시청각 환경 제시기를 대상으로 가상환경의 현실감 정도를 평가하여, 최적의 현실감을 제공함과 동시에 사용자들의 Performance를 효율적으로 지원할 수 있는 디자인 요소들을 제시하고자 하는데 목적이 있다. 이를 위하여 두가지 세부 연구가 실시되었으며, 첫 번째 실증적 연구에서는 여러 가지 방법론을 통해 가상환경과 실제환경에서의 현실감을 비교하였으며 두 번째 연구에서는 첫 번째 실험을 보강하여 앞의 연구결과에서 현실감에 중요하다고 추정된 디자인 요소들을 추출, 주요 디자인 요소들과 현실감 간의 인과관계를 규명함과 동시에 각 과업에 따른 성과에 미친 영향 정도를 분석하고자 하였다. 본 논문의 의의로는 감성측정 평가를 위해 구축된 가상환경의 현실감 수준을 평가하여, 최적의 현실감 및 사용자의 용이성을 지원할 수 있도록 가상환경 시스템의 보완 및 발전과 본격적인 감성공학 분야의 활용을 위한 지침을 마련하는데 있다.

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Pain-relieving effects of acupuncture at different acupoints in rats (백서에서 서로 다른 경혈의 침 자극에 의한 통증의 억제 효과)

  • Lee, Bae-Hwan
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.205-206
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    • 2009
  • To clarify the distinction between three difference acupoints, the effects of acupuncture on a behavioral performance were evaluated following formalin test. Male Sprague-Dawley rats were used. Each rat received a manual acupuncture at ST36 (zusanli), SP9 (yinlingquan) or BL60 (kunlun) acupoint before formalin injection. The flinching and licking responses were counted by two blinder investigators. The pretreatment of BL60 acupoint was showed significantly inhibition in flinch behavior as compared with control group. These results suggest that acupuncture at BL60 acupuncture may be effective in relieving inflammatory pain.

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The Application of the Virtual Reality System for the Activities of Daily Living (일상생활 동작 훈련의 가상현실 적용)

  • Wongeun Cho;Kim, Kwanguk;Jeonghun Ku;Lee, Jang-Han;Kim, In Y.;Kim, In Y.;Kang, Youn-Joo;Taewon Yu;Kim, Sun I.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.193-196
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    • 2002
  • Successful rehabilitation with respect to the activities of daily living (ADL) requires accurate and effective assessment and training. A number of studies have emphasized the requirement for rehabilitation methods that are both relevant to the patients real world environment, and that can also be transferred to other daily living tasks. Virtual reality (VR) has a many advantage over other ADL rehabilitation techniques, and offers the potential to develop a human performance testing and training environment. Therefore, in this study, the virtual supermarket was developed and the possibility of using a VR system to assess and train cognitive ability in ADL investigated. This study demonstrates that, VR technology offers great promise in the field of ADL training.

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