• 제목/요약/키워드: user's discomfort

검색결과 58건 처리시간 0.01초

Designing a Snow-removing Tool Through Ergonomic Approach

  • Jung, Kwang Tae;Nam, Jung Min
    • 대한인간공학회지
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    • 제35권5호
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    • pp.439-447
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    • 2016
  • Objective: The purpose of this study is to design a snow-removing tool using an ergonomic approach. Background: It is necessary to remove snow on the garden of a house or side street to prevent a fall hazard. When a user removes snow using a snow-removing tool, he or she experiences lots of physical discomfort. Therefore it is necessary to design a snow-removing tool to reduce a user's physical discomfort. Method: In this study, a new design for a snow-removing tool was developed considering user needs. The design prototype was compared with an existing tool through electromyography and subjective evaluation. Results: From the comparison evaluation, significant differences between the new design and the existing tool were identified in both muscle fatigue and subjective rating of discomfort. Conclusion: The result showed that the new design is better from the aspect of easing physical discomfort. Application: A new snow-removing tool can be developed using the design so that it can reduce a user's physical discomfort.

User Experience를 고려한 자동차 전조등 설계 방안 (The Design Procedure of Automobile Headlamp Considering User Experience)

  • 김정룡;윤상영;민승남;이호상
    • 대한인간공학회지
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    • 제29권4호
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    • pp.575-584
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    • 2010
  • The aim of study is to suggest the design procedure of automobile headlamp by considering driver's experience in regard of the visibility and glare during nighttime driving. The characteristics of driver were investigated in terms of the drivers' cognitive ability and reaction time, headlamp specification and visibility, light source and glare. And, the degree of visual discomfort was categorized and recognized as a tool to represent the subjective user experience. The UX point of view was stated when the existing results were seemingly lacking of it. The visual comfort and safety of elderly drivers were also discussed by reviewing the studies of ageing regarding the visibility and driving responses. Finally, this study suggested how to reduce the negative effect of nighttime driving due to the height of headlamp, angle of lighting, color spectrum, discomfort glare, source of light by using the UX perspective and methodology.

Correlation Between the Height and the Subjective Discomfort Ratings and Muscle Performance at performing the Lower Arm's Pronation and Supination according to the Changes in Height of Working Table

  • Yoo, Kyung Tae;Choi, Jung Hyun;Kim, Hee Jung;Lee, Bom;Jung, Jea Wook;Choi, Wan Suk;Yun, Young Dae;Kim, Soon Hee
    • 국제물리치료학회지
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    • 제3권2호
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    • pp.469-474
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    • 2012
  • The purpose of this study is to analyze the correlation between the stature and the muscle performance ratings and the subjective discomfort rations at performing lower arm's pronation and supination according to change sin the height of working table for more efficient performance at designing a working table and performing a work. For the purpose, this study conducted an experiment targeting 40 people in their 20s, who were classified into 4 groups each group composing 10 people at intervals of 5cm from the standard stature of 166.5cm. The experiment measured the maximum isometric pronation and the supination muscular power, and at measuring the factors, the heights of working tables were set as 800mm, 850mm, and 900mm. From the measurement results, it was found that the stature and the maximum muscular power was correlated. That is, as the experiment groups's average stature is higher, the maximum muscular power was higher. For the correlation between the motion patterns(pronation and supination) and the maximum muscular power, it was seen that the maximum muscular power was higher at performing the pronation than the supination. In the correlation between motion patterns and the subjective discomfort ratings, it was seen that the subjective discomfort rating was higher at performing the supination than the pronation. For the correlation between height adjustment and the subjective discomfort ratings, as the height of working table was lower, the subject discomfort rating was lower. Therefore there was no difference in the maximum muscular power according to the height changes of working table, but it was found that as the working table was higher, the user felt more comfortable.

The Relationship between User's Emotions and the overall Satisfaction of the Product

  • Jeong, Sang-Hoon
    • 감성과학
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    • 제18권4호
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    • pp.47-58
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    • 2015
  • Due to recent interest in user experience and its significance, much research surrounding this theme is now being conducted. If user experience is defined as the emotions and satisfaction the user feels while using the product, how much of such experience will contribute to the overall satisfaction of using the product? In this research, user experience during usage of a product and the satisfaction acquired by it were investigated. The same experiment was conducted in South Korea and the United States of America in order to get more generalized experimental results. Amongst the six representative user emotions expressed while using a product, 'Satisfaction in Usability', 'Discomfort or Displeasure', and 'Excellence' correlated the most. The above three factors were found to be of the most influence concerning satisfaction of the product. The significance of this finding is that aside from focusing on the attractiveness of the product's exteriors and design, one should be concerned on the ease of usage and effectiveness as well as usability of the product, all of which contribute to how efficiently a consumer will utilize the product.

스마트 골프웨어 개발을 위한 사용자경험 분석 (Analysis of User Experience for the Development of Smart Golf-wear)

  • 신선미;도월희
    • 한국의류산업학회지
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    • 제23권1호
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    • pp.98-105
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    • 2021
  • This study investigates and analyzes user preferences for golf wear with a sense of wear and smart function for the development of smart golf wear based on user convenience. A survey was conducted on 124 males in the age range of 40-60s that consisted of professional golfers, amateur golfers and the public with golf experience (such as major golf consumers) from August 1 to August 30, 2019 (IRB NO. 1040198-190617-HR-057-03); consequently, a 117 copies were accepted for analysis. The findings are as follows. The elbow (4.3%) of golf wear is unsatisfactory. The important part of the golf swing motion is the shoulder (39.3)>, elbow (30.8%)>, and wrist (6.8%). In addition, the unsatisfactory wearing of golf wear due to golf swing movements indicated that the shoulder or elbow area was pulled or the bottom of the top was raised during the back swing movements. The survey results on the expected discomfort when wearing smart wear are 'discomfort of obstruction when wearing' (53.8%), 'discomfort of washing' (17.1%), and 'weight of attached machine' (13.7%). Opinions such as 'Will not feel good when the sensor is attached' were investigated. The examination of the preference for golf wear equipped with smart functions indicated that a posture correction function to correct the golf swing posture is the most desired quality that is also considered important when correcting posture.

수직형 복합상영관의 퇴장공간에 관한 연구 (A study on the Exit Areas in Vertical Type of Multiplex Cinema)

  • 이미숙;곽재훈;한혜련
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 춘계학술발표대회 논문집
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    • pp.60-65
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    • 2004
  • This dissertation is focalized on examining research on the actual condition and problem in the exit-space-form of Multiplex Cinema and mutual relation of user and finding more efficient and reasonable project method through valuation of design elements which the user can feel. In result, 4 place which is newly opened after 1990's is analyzed in Seoul. It is researched that Many user feel inconvenience and discomfort when they recognize exit-space. In order to improve itthey want to feel at ease naturally with light-embeded sign and landscape space. The exit-space should be recognized that it is a part of cinema which have to be developed and planed for the inner part of cinema and security of user. Not death-space.

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시각적 인지를 고려한 건축물의 3D 스테레오 내비게이션 (3D Stereoscopic Navigation of Buildings Considering Visual Perception)

  • 신일규;윤여진;최진원;최수미
    • 한국컴퓨터그래픽스학회논문지
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    • 제18권2호
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    • pp.63-72
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    • 2012
  • BIM(Building Information Modeling)과 같은 기법이 건축물 생산 과정에 널리 사용되면서 건축 모델을 현실감 있게 체험할 수 있는 방법의 필요성이 커지고 있다. 본 논문에서는 시각적 인지를 고려한 가상 건축물의 스테레오 내비게이션 방법을 제안한다. 먼저 스테레오 건축물을 내비게이션할 때 발생할 수 있는 시각적 불편함에 대해 분석하고, 이를 해결하기 위해 가상 카메라 간격을 자동으로 조절하는 방법을 개발한다. 또한 각 사용자의 깊이감에 대한 최소한의 자극 차이(Just Noticeable Difference)를 측정하고 그 결과를 가상 카메라의 간격과 움직임을 조절하는데 적용한다. 제안된 방법은 사용자에게 적합한 스테레오 콘텐츠를 생성함으로써 다양한 건축 응용에 사용될 수 있다.

Key-Stroke 기반 Two-Factor 인증 기술 (Two-factor Authentication technology based on Key-Stroke)

  • 안준연;고광필;이태진
    • 융합보안논문지
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    • 제20권3호
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    • pp.29-37
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    • 2020
  • ID/Password 기반 인증기술은 간편하면서 일정한 보안수준을 제공하기에 대부분의 시스템에서 사용되고 있으나, 이미 무수히 많은 개인정보 노출사고가 있었으며, 무엇보다 한번 노출된 패스워드를 회수하기 어렵다. 이에, 다양한 two-factor 인증기법들이 도입되었으나, 이들은 많은 비용이 필요하며, 무엇보다 사용자의 불편함을 초래하게 된다. 본 논문에서는 기존과 같이 단 한번의 ID/Password 인증과정에서 사용자마다 고유한 Key-Stroke를 동시에 인증하여 비용대비 효과적이면서, 사용자의 불편함을 초래하지 않고, ID/Password 노출 시에도 Key Stroke Dynamics 패턴이 달라 실패하여 높은 보안성을 보장할 수 있는 기술을 제안한다. 본 논문의 제안 모델은 시스템으로 구축하여 효과성을 확인하였다.

초실감 메타버스 시각화 기술 동향과 전망 (Trends and Prospects in Super-realistic Metaverse Visualization Technologies)

  • 염우섭;변춘원;강찬모;김국주;김용덕;안대현
    • 전자통신동향분석
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    • 제39권2호
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    • pp.24-32
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    • 2024
  • Wearable metaverse devices have sparked enthusiasm as innovative virtual computing user interfaces by addressing a major source of user discomfort, namely, motion-to-photon latency. This kind of latency occurs between the user motion and screen update. To enhance the realism and immersion of experiences using metaverse devices, the vergence-accommodation conflict in stereoscopic image representation must be resolved. Ongoing research aims to address current challenges by adopting vari-focal, multifocal, and light field display technologies for stereoscopic imaging. We explore current trends in research with emphasis on multifocal stereoscopic imaging. Successful metaverse visualization services require the integration of stereoscopic image rendering modules and content encoding/decoding technologies tailored to these services. Additionally, real-time video processing is essential for these modules to correctly and timely process such content and implement metaverse visualization services.

일회용 및 다회용 생리대의 소비자 사용 평가 (Analysis on User Sensitive Evaluations of Disposable and Reusable Sanitary Pads)

  • 문지현;전은경
    • 감성과학
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    • 제17권2호
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    • pp.77-84
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    • 2014
  • 월경은 모든 여성에게 불가피한 현상으로 이 기간에 이르는 불편의 경감은 여성의 풍요로운 삶을 위한 중요한 과제이다. 본 연구에서는 일회용과 다회용 패드 생리대의 소비자 사용평가를 통하여 생리대 사용에 따른 실질적인 문제점을 파악하고 소비자의 니즈에 맞게 개선하기 위한 기초 정보를 제공하는 데 목적을 두었다. 연구결과, 월경에 대한 응답자의 증상은 긍정보다는 부정적인 측면이 우세하여 생리기간이 고통스러운 경험으로 인식되고 있었으며 일회용 생리대와 다회용 생리대의 디자인, 성능, 맞음새, 사용감, 관리에 대한 긍정적, 부정적 평가 내용에 차이가 있었다, 스왓분석을 통해 일회용 생리대는 사용 편리성이 강점인 반면, 착용감이 약점으로, 다회용 생리대는 착용감이 강점인 반면, 관리 불편이 약점으로 제기되었다. 이러한 결과를 반영한 감성 설계가 이루어진다면 소비자는 보다 쾌적한 생리 기간을 영위할 수 있으며 궁극적으로 생산업체에 수익을 가져오는 상승효과를 불러올 수 있으리라 기대한다.