Journal of the Korea Society of Computer and Information
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v.29
no.5
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pp.189-202
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2024
The purpose of this study was to apply the Q methodology to type subjective perceptions of virtual clothing and to examine the characteristics of each type. Perceptions of virtual clothing were analyzed into four types. The first type was the "virtual clothing trusting fit grasping type," who preferred to use virtual clothing and believed that virtual clothing would help them grasp the fit. The second type was the shopping mall adoption-positive design understanding type, which believes that virtual clothing is useful for design understanding and that all shopping malls should have a virtual clothing system. The third type was the environmental pollution reduction virtual clothing purchase type, where the virtual clothing reduces environmental pollution and the user wants to purchase virtual clothing that cannot actually be worn. The fourth type was the actual clothing-like fun-seeking type, in which the virtual clothing resembles actual clothing and the shopper believes that the virtual clothing will make shopping more enjoyable. Depending on the type, the avatar was required to adjust the dimensions of the avatar, enhance the design expression of the garment, equip the avatar with decorative items, and produce virtual clothing for sale.
Social and psychological experiences in human-agent interactions are becoming more important than the task-oriented efficiency, as the influence of computer agents increases and human-agent interaction develops similarly with interpersonal interaction. Many previous studies aimed to increase social presence in human-agent interaction, in order to derive users' positive psychological experiences, by applying the factors of interpersonal communication to verbal and non-verbal communication of the agents. This study examined the effects of the exchanges of mutual self-disclosure, one of the most important communication acts in interpersonal communication, between users and interface agents. Users' attachment styles towards the perception of social presence, the evaluations toward the agents, user experiences, and the intentions for future interaction were also studied. The mediating role of social presence in dependent variables was, also, examined in this research. The results showed that exchanging self-disclosures with an agent increased the perceptions of social experience, friendly evaluations toward the agent, positive user experience, and the intentions for future interaction. Participants' attachment styles, also, affected the perceptions of the dependent variables. The effects of the exchanges of self-disclosure and participants' attachment styles were mediated by perceived social presence toward the agent. The findings of this study imply that the social and communicational aspects need to be considered in design of the agents seriously. The results also suggest that there may be differences in the psychological effects of agents on users according to the users' personality.
This study was conducted to provide information which will be useful for establishing and implementing effective management policy for Baekdudaegan Trail and user satisfaction by investigating the characteristics of trail use and users' perceptions of the environmental impacts on the trail. For this purpose, a questionnaire survey was employed in Baekdudaegan trail by three topological types. With this classification, the characteristics of the way the trails used and users' perceptions of the impacts were analysed in terms of ecological, physical and social environments. The result showed that the Baekdudaegan trail was used mainly for mountaineering rather vacation or travel, and found no differences in the characteristics of the trail use by the types. Ecological environment showed no significant relation with user satisfaction, however changes in physical environmental factors such as a trail width functioned as a negative component to decrease use experience. In addition, the satisfaction of the users had little to do with social environment, when the level of using the trail was relatively low. To present, the levels of impacts on ecological, physical and social environments and the users' satisfaction level regarding the Baekdudaegan trail appear to be positive. However, the increase of use level is expected in the future, and therefore systematic managerial measures need to be implemented to monitor the changes of the trails and interactions of the environmental impacts.
Journal of the Korean Institute of Landscape Architecture
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v.34
no.2
s.115
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pp.80-98
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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.
Recently, with the development of artificial intelligence technology, many technologies for user convenience are being developed. Among them, interest in autonomous vehicles is increasing day by day. Currently, many automobile companies are aiming to commercialize autonomous vehicles. In order to lay the foundation for the government's new and reasonable policy establishment to support commercialization, we tried to analyze changes and perceptions of public opinion through news article data. Therefore, in this paper, 35,891 news article data mentioning terms similar to 'autonomous vehicles' over the past three years were collected and network analyzed. As a result of the analysis, major keywords such as 'autonomous driving', 'AI', 'future', 'Hyundai Motor', 'autonomous driving vehicle', 'automobile', 'industrial', and 'electric vehicle' were derived. In addition, the autonomous vehicle industry is developing into a faster and more diverse platform and service industry by converging with various industries such as semiconductor companies and big tech companies as well as automobile companies and is paying attention to the convergence of industries. To continuously confirm changes and perceptions in public opinion, it is necessary to analyze perceptions through continuous analysis of SNS data or technology trends.
Today, the World Wide Web (WWW) impacts many facets of our lives, including communication, entertainment, social activities, shopping, etc. The web portal is the most accessed type of site and is advertising-supported the more users who visit the site, the more income it generates. User perception to a web site is very important much research has focused on the internet users' behavior. Some well-known theories, such as the technology acceptance model have been used to examine variables that motivate individuals to accept and use an IS. But Understanding continued use is the goal of this study. We focus on user beliefs (specifically, perceived usefulness) and attitude because pier studies of IT usage, predominantly based on the technology acceptance model (TAM) and similar models, have established these perceptions as the dey determinants of both initial IT usage (acceptance) and long-term usage (continuance) intention and behavior (Bhattacherjee 2001; Davis et al. 1989). Any change in beliefs or attitudes will likely have a corresponding impact on, and may even revers, users' continuance intention and behavior. Also, continuance use have some features which are prior use, habit, feature-centric view of technology. So this research reflected continuance use features. Examination of the paths in the model revealed several interesting results. First, Perceived usefulness was a stronger predictor of acceptance intention in TAM than attitude, But attitude was a stronger predictor of continuance intention in this study than perceive usefulness. Second, confirmation was not affect directly to attitude. Last, Habit was strongest predictor of continuance intention in this study.
This comparative study between Korean and German housings aims at understanding different structural systems in the indoor and outdoor spaces, depending upon the user′s perception of the socio-cultural attributes. The analysis starts with four alternative contrary assumptions, that appear in morphological forms of dwelling; 1) linear distribution vs. areal distribution of residential districts, 2) mirror system vs. comb system in the layout of plot plans 3) organization of front vs. back outdoor spaces and 4) opening vs. closing in the indoor spaces. A clear difference is found between Korean and German samples in view of public and private relationships between indoor and outdoor spaces as well as the intermediate space. In the korean housing there always exists a symbolic and psychological territory of a certain sphere. On the other hand, outdoor space passes through various phases only to form a certain hierarchy even in a private space and, thereby, sets a boundary between private and public areas. In the case of Germany, the building itself draws a clear line between private and public outdoor spaces, and therefore the outdoor space has a "front" and "back". Thus, Germany′s private space may face a genuine public space and street, which is rare in the Korean housing. Although the layout of indoor space in the korean housing tends to be open, such an openness may be outstanding in living and dining spaces, kitchen and various accesses to rooms. In the case of Germany, such indoor spaces are usually closed to each other. Thus corridors act to separate these spaces. Such differences are analysed to be due to the different perceptions of interpersonal and socio-cultural attributes as intra-family and inter-neighbor relationships or communications.
Recently, with the attention of future vehicle technology, automobiles that are influenced by user experience(UX) are regarded as living space. However, the concept of term, definition, and constituent factors of driving experience have not been established so far. The purposes of this study are to define driving experience in terms of UX and to extract experience factors. We conducted the 18 drivers interviews and studied literature reviews. The collected interview data was analyzed by bottom-up method based on the grounded theory. And we reconstructed it through the top-down approach, based on the results of the literature review. As the result, the 'driving experience' is a concept that means all the emotions, perceptions, and cognitive outcomes on the basis of personal characteristics that drivers have in anticipation of the driving situation from the start to the destination Respectively. Nine factors that constitute driving experience were extracted by 'internal UI factors', 'environmental factors' and 'user related factors'.
This study is designed to develop a walker to assist the elderly in safe, independent walking. To this end, problems were identified through analysis of the walker for the elderly and user observations were used to identify problems and needs. The product analysis showed that most elderly walkers tend to prioritize their functions. In addition, user observations showed that most users had positive perceptions about the function, but that structural aspects, such as operation methods and stability, had negative consequences. A total of five design guidelines were derived based on the problems and needs derived. The design guidelines were designed to focus on improving structural problems rather than functional parts, and to orientate safety over functional priorities. Five design guidelines derived from this study could be used as basic data for the manufacture of walkers that reflect the views and needs of the elderly in the future in the manufacture and design of walkers for the elderly.
Journal of the Korean Society for Library and Information Science
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v.42
no.1
/
pp.213-231
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2008
In this study, we wanted to find out about the perceptions and the requirements of the academic information service users about the Library 2.0. This study used the survey research method, which utilized the web-based survey using the academic information service users as the target population. Specifically, we studied whether and how the users recognized and experienced the Web 2.0 technologies and its related services with respect to Library 2.0. In addition, we gathered the requirements for the Library 2.0 concept applied information services. The analysis results showed that the users were in need of obtaining the most up-to-date information and also using the professional information services such as the experts generated information contents and the Google Scholar type document reference information services instead of the Library 2.0 services based on the Web 2.0 technologies.
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