• Title/Summary/Keyword: user's psychology

Search Result 76, Processing Time 0.025 seconds

The Effect of Space Size and Dialogue Topic on Metaverse UX (대화 공간의 크기와 대화 주제가 메타버스 경험에 주는 영향)

  • Song, Stephen W.;Chung, Hanna;Chung, Donghun
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.65-76
    • /
    • 2022
  • What difference does the metaverse experience have from the real world? This study investigated the effect of space size and dialogue topic on metaverse user experience. The results from a 3(space size: reality vs. metaverse in an open room vs. metaverse in a closed room) x 2(dialogue topic: positive vs. negative) mixed factorial design experiment (N = 75) revealed statistically significant effects of space on responsiveness, and dialogue topic on closeness. This result implies that designing metaverse for non-immersive devices should include careful considerations regarding the characteristics of the user's real space.

The Analysis of Sound Attributes on Sensibility Dimensions (소리의 청각적 속성에 따른 감성차원 분석)

  • Han Kwang-Hee;Lee Ju-Hwan
    • Science of Emotion and Sensibility
    • /
    • v.9 no.1
    • /
    • pp.9-17
    • /
    • 2006
  • As is commonly said, music is 'language of emotions.' It is because sound is a plentiful modality to communicate the human sensibility information. However, most researches of auditory displays were focused on improving efficiency on user's performance data such as performance time and accuracy. Recently, many of researchers in auditory displays acknowledge that individual preference and sensible satisfaction may be a more important factor than the performance data. On this ground, in the present study we constructed the sound sensibility dimensions ('Pleasure', 'Complexity', and 'Activity') and systematically examined the attributes of sound on the sensibility dimensions and analyzed the meanings. As a result, sound sensibility dimensions depended on each sound attributes , and some sound attributes interact with one another. Consequently, the results of the present study will provide the useful possibilities of applying the affective influence in the field of auditory displays needing the applications of the sensibility information according to the sound attributes.

  • PDF

A Study of Development and Effects of Visual Novel Game for Promoting User's Donation Intention (사용자의 기부 의도 증진을 위한 비주얼 노벨 게임 개발 및 효과 검증)

  • Kim, Min-Jung;Yi, Hangaram;Oh, Gyu-Hwan
    • Journal of Korea Game Society
    • /
    • v.19 no.5
    • /
    • pp.151-164
    • /
    • 2019
  • In this study, we developed a visual novel game as one of the donation campaign strategies. In study 1, we developed a visual novel game for the elderly who live alone. In study 2, we also examine how game affects personal distress and empathic concern, the emotions that trigger help behavior. The results showed that game can promote both emotions effectively. Moreover, empathic concern completely mediated between game and donation intention. This result suggests that visual novel games can be an effective tool for stimulating user's altruistic motivation to do donation behavior.

Development of Intelligent Learning Tool based on Human eyeball Movement Analysis for Improving Foreign Language Competence (외국어 능력 향상을 위한 사용자 안구운동 분석 기반의 지능형 학습도구 개발)

  • Shin, Jihye;Jang, Young-Min;Kim, Sangwook;Mallipeddi, Rammohan;Bae, Jungok;Choi, Sungmook;Lee, Minho
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.50 no.11
    • /
    • pp.153-161
    • /
    • 2013
  • Recently, there has been a tremendous increase in the availability of educational materials for foreign language learning. As part of this trend, there has been an increase in the amount of electronically mediated materials available. However, conventional educational contents developed using computer technology has provided typically one-way information, which is not the most helpful thing for users. Providing the user's convenience requires additional off-line analysis for diagnosing an individual user's learning. To improve the user's comprehension of texts written in a foreign language, we propose an intelligent learning tool based on the analysis of the user's eyeball movements, which is able to diagnose and improve foreign language reading ability by providing necessary supplementary aid just when it is needed. To determine the user's learning state, we correlate their eye movements with findings from research in cognitive psychology and neurophysiology. Based on this, the learning tool can distinguish whether users know or do not know words when they are reading foreign language sentences. If the learning tool judges a word to be unknown, it immediately provides the student with the meaning of the word by extracting it from an on-line dictionary. The proposed model provides a tool which empowers independent learning and makes access to the meanings of unknown words automatic. In this way, it can enhance a user's reading achievement as well as satisfaction with text comprehension in a foreign language.

A Study of Preventing Social Engineering Attack on Smartphone with Using NFC (NFC를 이용한 스마트폰 상의 사회 공학적 공격 방지 기법 연구)

  • Suh, Jangwon;Lee, Eunyoung
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.2
    • /
    • pp.23-35
    • /
    • 2015
  • When people stands near someone's mobile device, it can easily be seen by others. To rephrase this, attackers use human psychology to earn personal information or credit information or other. People are exposed by social engineering attacks. It is certain that we need more than just recommendation for the security to avoid social engineering attacks. This is why I proposed this paper. In this paper, I proposed an authentication technique using NFC and Hash function to stand against social engineering attack. Proposed technique result is showing that it could prevent shoulder surfing, touch event information, spyware attack using screen capture and smudge attack which relies on detecting the oily smudges left behind by user's fingers. Besides smart phone, IPad, Galaxy tab, Galaxy note and more mobile devices has released and releasing. And also, these mobile devices usage rate is increasing widely. We need to attend these matters and study in depth.

Why We #Hashtag: Motivations Associated with Posting Brand Hashtags on Social Media

  • Gu, Zhiquao;Kim, Eunice (Eun-Sil)
    • International journal of advanced smart convergence
    • /
    • v.9 no.3
    • /
    • pp.272-283
    • /
    • 2020
  • Hashtags (#) have received a great deal of attention from academia and industry as an effective digital tool for engaging social media users and facilitating electronic word-of-mouth for brands. We delved into motivations concerning people's brand-related hashtag-posting behavior on social media. The findings revealed three motivations for posting brand-related hashtags on social media: social acceptance, brand altruism, and incentive seeking. Additionally, we examined the relationships between motivations and brand relationship variables. The results showed that social acceptance and brand-related altruism predicted all of the five relationship variables (i.e., brand attitude, brand trust, brand affective and calculative commitment and brand loyalty), while incentive-seeking predicted brand calculative commitment and brand loyalty. The findings of the study provide some meaningful insights into the development of brand communication strategies and help marketers capitalize on social media platforms to achieve higher user involvement.

Evaluation of the Sound Quality from Home Appliances (가전 제품의 소음에 대한 음질 평가)

  • 주재만;김영헌;이제원;오상경
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2003.05a
    • /
    • pp.622-627
    • /
    • 2003
  • Until now, product mostly has revealed physical quantities created by the standpoint of engineers. Consumers, however, perceive and evaluate products on the non-physical characteristics, such as feelings, emotions, and experiences in different social and cultural situations. Especially, for the household appliances fur instance air-conditioner or refrigerator, the sound is heavily related to the satisfaction of a customer who is a real user of the product and is very important factor to decide purchasing as well as visual design. Therefore, in this research, the general tendency of consumer's psychology was investigated for the appliances. And also, in order to obtain clear guidelines for sound manipulation, the characteristics of the sound of air-conditioning systems and refrigerators were compared with others. Since it is important to overcome the discrepancy between engineering and marketing, the relevance of sound manipulation must be documented from the consumer's perspective. That is the reason why we conducted a consumer and marketing oriented study.

  • PDF

A Study on the Movements of Based on the Psychological Characteristics of Children and Analysis of Preferred Experience of Children's Museum according to Piaget's cognitive development process (피아제 인지발달단계에 따른 어린이 박물관 선호전시체험과 어린이의 심리특성에 맞춘 관람동선에 관한 연구)

  • Yang, Hye-Jin;Kim, Nam-Hyo
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.1
    • /
    • pp.37-45
    • /
    • 2010
  • Children likes to play and learn by playing at anywhere as a psychological trait. Children's museum is designed for limited age of 'children,' they learn more actively by playing at the museum with interactive display. In this paper, we analyze Movement of Based on the Psychological Characteristics of Children and Analysis of Preferred Experience of Children's Museum according to Piaget's cognitive development process. It is significant study to investigate user's needs space proposal by grasping user's mentality. After itinerary tracking, we found children's preferred and non-preferred experience displays and as a result, we divided children's Museums into three types, M museum is represented by preoperational period, called 'Go around play' type ; Y museum is represented by 'concrete operational period', called 'Smart road play' type ; and H museum is represented by 'formal operational period' called 'Open search play' type. The conclusions are children's cognitive development stages depending on the age discrimination that the development of play, and preferred plays are different by children cognitive development process. In order to take advantage of children playing in the children's museum by taking into account the developmental aspects will have to be designed. Efficient for viewing by age should be different on the basis. This study has shown that, when planning a children's museum, Planners should discriminate the movements of children and analysis of preferred experience of children's museum according to three museum types friendly to children's cognitive development process.

Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
    • /
    • v.30 no.2
    • /
    • pp.45-57
    • /
    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

A study on design process for public space by users behavioral characteristics (이용자 행태 특성에 의한 공용공간의 디자인 프로세스 연구)

  • 김개천;김범중
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.89-98
    • /
    • 2004
  • A systemic approach to behavior on the basis of human psychology is needed for behavior-centered space design. Also, the recognition that human and environment, in all, have complementarity is needed- human and space shall be understood as a general phenomenon, supposing interaction. Design of behavior-oriented space means configuration and coordination of physical subjects as well as understanding, analysis and reflection of psychological and behavioral phenomena. It is analysis of a private individual as well as understanding of interaction between human groups, as well. In respect of space recognition, analysis not on material movement but on energy circulation and variable is important. It means that the understanding of user's behavior and psychology does not orient reasonable purpose just for convenience. That is, such understanding intends to understand behavioral patterns and psychological phenomena between space and human beyond the decomposition of structure of human and space into physical elements and the design based on standardized data. Thereby, more human-oriented space design might be implemented by the understanding of behavioral essence. Also, a user-centered design process from another viewpoint might be created, and the general amenity among man, space and environment - better environmental quality - might be produced. For this, the consciousness of human activity that is, activity system shall be ahead of it, and the approaches for design shall be implemented into a process not in predictive ideas but in semi-scientific system. On the basis of the above view, this study was attempted to investigate the orientation of design to recognize space as another life, and explore a process where it is drawn into a design language on the basis of human behavior. If the essence of space behavior and the activity system are analyzed through user observation and it is reflected upon a space design program and then developed into a formative language, a new design process on human and environment might be produced. In conclusion, the reflection of user's behavior and psychology into design, contrary to existing public space design based on physical data, can orient quality improvement of human life and ultimately be helpful to the proposition, 'humanization of space'.

  • PDF