• Title/Summary/Keyword: User Perception Experiment

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A study on Cognitive faculties about Visual Information on Web Interface - With Emphasis on an Experiment with Visual Perception Measurement by Different Age Groups - (웹 인터페이스에서 시각정보의 인지특성에 관한 연구 - 연령계층별 시지각 계측 실험을 중심으로 -)

  • 고광필;류시천
    • Archives of design research
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    • v.15 no.4
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    • pp.243-252
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    • 2002
  • The enlarge the range of internet users require user centered design method what understanding of cognitive faculties about users by different age groups. This study aims at analyzing cognitive faculties about visual information on web interface by different age groups, presenting visual perception cognitive process model as an evaluation model and proposing an effective web interface design guideline, On the basis of analyzing cognitive faculties verified what each detail property of visual perception cognitive process model as form, color, space, movement and physiological, physical cognitive faculties had have individual cognitive faculties. As the result visual perception cognitive process model suggested in this study can be used as an evaluation model of web interface and users' cognitive faculties analyzed in visual perception measurement by different age groups can be applied as a web interface design guideline. In addition, this study has a meaning in that it makes a chance to extend a web designer's roles and establish a direction of future research by usability of different age groups.

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Correlation Analysis between Artists' Shading and CG Shading (미술가들의 음영 표현 특성과 CG 쉐이딩 알고리즘 간의 상관관계 분석)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.691-702
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    • 2011
  • Recently, several researchers have attempted to combine human visual perception and computer graphics. Cole et. al. suggest the study results in which line drawing algorithm in computer graphics characterize the properties of line drawing made by artists. The paper also evaluates CG line drawing algorithms depending on whether people recognize effectively specific 3D shape from the image made by those CG line drawing algorithms. However, human recognizes the shape of objects more effectively in image made by BRDF shading model than line drawing algorithm. It means that the shading factor is important to recognize shape with human perception. In this paper, we analyze the correlation between shading made by human artists and that made by CG shading algorithms. The study is to characterize the mathematical properties of artists' shading and CG shading. This type of analysis can guide the future development of new CG shading algorithm in computer graphics for the purpose of shape perception.

Virtual Object Weight Information with Multi-modal Sensory Feedback during Remote Manipulation (다중 감각 피드백을 통한 원격 가상객체 조작 시 무게 정보 전달)

  • Changhyeon Park;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.25 no.1
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    • pp.9-15
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    • 2024
  • As virtual reality technology became popular, a high demand emerged for natural and efficient interaction with the virtual environment. Mid-air manipulation is one of the solutions to such needs, letting a user manipulate a virtual object in a 3D virtual space. In this paper, we focus on manipulating a remote virtual object while visually displaying the object and providing tactile information on the object's weight. We developed two types of wearable interfaces that can provide cutaneous or vibrotactile feedback on the virtual object weight to the user's fingertips. Human perception of the remote virtual object weight during manipulation was evaluated by conducting a psychophysics experiment. The results indicate a significant effect of haptic feedback on the perceived weight of the virtual object during manipulation.

Methodological Problems in Information Retrieval Research (정보검색 연구의 방법론에 관한 고찰)

  • 이명희
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.7 no.1
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    • pp.231-246
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    • 1994
  • A major problem for information retrieval research in the past three decades has been methodology, even though some progress has been made in obtaining useful results from methodologically sound experiments. Within a methodology, potential problems include artificial data generated by the researcher, small sample size interpretation of findings. Critics have pointed out that some room exists for improving methodology of information retrieval research; using existing data, having big enough sample size, including large numbers of search queries, introducing more control in relation to variables, utilizing more appropriate performance measures, conducting rests carefully and evaluating findings properly. Relevance judgments depend entirely on the perception of the user and on the situation of the moment. In an experiment, the best judge of relevance is a user with a well defined information need. Normally more than two categories for relevance judgments are desirable becase there are degrees of relevance. In experimental design, careful control of variables is meeded for internal validity. When no single database exists for comparison, existing operational databases should be used cautiously, Careful control for the variations of search queries, inter-searcher sonsistency, intra-searcher consistency and search strategies is necessary. Parametric statistics requiring rigid assumptions are not appropriate in information retrieval research and non-parametric statistics requiring few assumptions are necessary. Particularly, the sign test and the Wilcoxon test are good alternatives.

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A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning (HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구)

  • Kwon, Chongsan
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

User's Gaze Analysis for Improving Map Label Readability in Way-finding Situation

  • Moon, Seonggook;Hwang, Chul Sue
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.37 no.5
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    • pp.343-350
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    • 2019
  • Map labels are the most recognizable map elements using the human visual system because they are essentially a natural language. In this study, an experiment was conducted using an eye-tracker to objectively record and analyze the response of subjects regarding visual attention to map labels. A primary building object was identified by analyzing visit counts, average visit duration, fixation counts, and the average fixation duration of a subject's gaze for an area of interest acquired using the eye-tracker. The unmarked rate of map labels in Google map, Naver map, and Daum map was calculated. As a result, this rate exceeded fifty-one percent, with the lowest rate recorded for Google map. It is expected that the results of this study will contribute to an increase in the diversity of research in terms of the spatial cognition approach for map labels, which is more helpful to users than the existing body of work on methods of expression for labels.

A Study on the User Evaluation for Media Form of Virtual Environment (가상환경의 미디어 형식에 대한 사용자 평가 연구)

  • Park, Soo-Been;Yoon, So-Yeon
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.166-174
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    • 2008
  • As the use of virtual environment for decision-making interior or architectural design has been increasingly broaden, the choice of media form-physical, objective properties of a display medium-became and important issue to take into consideration. This research deals with the effects and differences between two types of media for a virtual environment; wall projection screen(120") and PC monitor(17"). In addition, efficient adoption of the two media forms was also proposed in this research. A total of 90 subjects participated in pre-designed three experimental groups(A group: experiment with a wall projection screen, B group: experiment with PC monitor, C group: both) and answer the seating preferences, the presence inventory, and the decision confidence using a simulated virtual restaurant environment. The results are as follows: (1) seating preferences for the tables located in frequent traffic area and near other spaces such as restroom and th kitchen are significantly different by the media form. While there is no significant difference found in seating preferences for most tables except high traffic areas near entrances between the two media. This result demonstrates the effects of media type or screen size on user perception for the areas near structural or interior design elements. (2) The presence measure in this research consist of in this research consist of four factors: 'spatial presence,' 'object presence,' 'positive effects,' and 'the factor of negative effects. 'The mean values of the items involving engagement or interaction in the spatial presence factor and the object presence factor are significantly different by the media form. A higher sense of presence of presence was observed in the wall projection screen. (3) PC monitor condition was shown to provide a higher level of decision confidence. Based on the research finding, conclusions and implications are discussed.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

Get It Closer: Effect of the Approach-Avoidance Experience on Attitude through a Touchscreen Device (터치스크린을 통한 접근-회피 경험이 태도에 미치는 영향)

  • Jung, Yujin;Kang, Hyunmin;Yun, Munseon;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.17-28
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    • 2019
  • The touchscreen device is now commonly found in the form of mobile phones, tablet PCs, and other devices. Varied physical and visual experiences can be experienced through touchscreens. This study intended to explore how the physical and visual experiences provided by the touchscreen would affect people through their existing associations of behavior-attitude. Previous studies have found that certain behaviors affect attitudes. In particular, the approach-avoidance behavior has been noted to influence both social and personal attitudes. It was thus deemed necessary to ascertain the approach-avoidance effect exerted by touchscreens on the attitudes of users as the technology is widely used today. Experiment 1 provided an approach-avoidance experience via a touchscreen and demonstrated that touchscreen-based approach-avoidance dragging behavior on the touchscreen can affect a user's preference and purchase intent. It was found that a product that had been approached showed both higher preference and higher purchase intent than a product that had been avoided. Experiment 2 investigated whether a similar effect would occur when only the visual experience of approach-avoidance was provided. The outcome proved that products that had been visually approached had higher scores than products that had been avoided, both in terms of preference and purchase intent. The movement of the arm on the touchscreen (Experiment 1) and the visual perception of the approach-avoidance experience (Experiment 2) were both shown to influence participants' attitudes toward products. The results of this study suggest that the behavior and perception of users may be an important factor in designing touchscreen interfaces for online shopping.

Effect of Faster Update Rate on Interaction Accuracy (빠른 갱신속도의 변화가 상호작용 정확도에 미치는 영향에 관한 연구)

  • Seong, Wonjun;Gao, BoYu;Lee, Jooyoung;Lee, Hasup;Kim, HyungSeok;Kim, Jee-In
    • KIISE Transactions on Computing Practices
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    • v.22 no.3
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    • pp.157-162
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    • 2016
  • The limitation of a human's visual perception is considered to be 60 frames per second, This study investigated the effects of fast update rates (above 60 fps) in terms of interaction accuracy. Initial experiments showed that the interaction accuracy increased at rates faster than 60 fps. We assumed that either or both of the following two situations would cause such an effect: the user could recognize rendering rates faster than 60 fps, or the input processing rates were significant for the high accuracy. To evaluate the significance of these events, we conducted a second and third experiment. Although the display refresh rate was also fixed at 60 fps (by disabling the vertical sync), the rendered image actually differed for 60 fps and 150 fps. This research shows that faster update rate is necessary to achieve high interaction accuracy, and its limit is far over the usually considered 60 fps.