• Title/Summary/Keyword: user's psychology

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The Effect of PPL on the User's Visual Attention Using Eye-tracking (아이트래킹을 활용한 PPL이 수용자의 시각적 주의에 미치는 영향)

  • Wang, Wan-Nan;Park, Min-Hee;Hwang, Mi-Kyung;Kwon, Mahn-Woo
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.445-452
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    • 2021
  • This paper is an experimental study using eye-tracking on the visual attention of TV entertainment programs with PPL products being shoveled by the acceptor. As a result of analysis, first, there was no difference in the exposure time of the PPL product, which is deemed to have little effect on the subject's attention. Second, there was no difference in the PPL product's prominence, and we could see that the focus was on subtitles or the faces of the cast. Third, the concentration of attention on PPL products was higher when there were more famous cast members than there were when there were low-profile cast members, and the appearance of famous cast members was judged to be very effective in order to focus more attention on PPL products. In conclusion, when exposing PPL products in entertainment programs, it is believed that the more popular the cast members appear on entertainment shows, such as famous broadcasters, celebrities, and stars, the more effective the PPL products are, rather than the exposure time and prominence of PPL products, the more effective the companies will be in advertising the popular and likable celebrities.

An Empirical Study on How the Moderating Effects of Individual Cultural Characteristics towards a Specific Target Affects User Experience: Based on the Survey Results of Four Types of Digital Device Users in the US, Germany, and Russia (특정 대상에 대한 개인 수준의 문화적 성향이 사용자 경험에 미치는 조절효과에 대한 실증적 연구: 미국, 독일, 러시아의 4개 디지털 기기 사용자를 대상으로)

  • Lee, In-Seong;Choi, Gi-Woong;Kim, So-Lyung;Lee, Ki-Ho;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.1
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    • pp.113-145
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    • 2009
  • Recently, due to the globalization of the IT(Information Technology) market, devices and systems designed in one country are used in other countries as well. This phenomenon is becoming the key factor for increased interest on cross-cultural, or cross-national, research within the IT area. However, as the IT market is becoming bigger and more globalized, a great number of IT practitioners are having difficulty in designing and developing devices or systems which can provide optimal experience. This is because not only tangible factors such as language and a country's economic or industrial power affect the user experience of a certain device or system but also invisible and intangible factors as well. Among such invisible and intangible factors, the cultural characteristics of users from different countries may affect the user experience of certain devices or systems because cultural characteristics affect how they understand and interpret the devices or systems. In other words, when users evaluate the quality of overall user experience, the cultural characteristics of each user act as a perceptual lens that leads the user to focus on a certain elements of experience. Therefore, there is a need within the IT field to consider cultural characteristics when designing or developing certain devices or systems and plan a strategy for localization. In such an environment, existing IS studies identify the culture with the country, emphasize the importance of culture in a national level perspective, and hypothesize that users within the same country have same cultural characteristics. Under such assumptions, these studies focus on the moderating effects of cultural characteristics on a national level within a certain theoretical framework. This has already been suggested by cross-cultural studies conducted by scholars such as Hofstede(1980) in providing numerical research results and measurement items for cultural characteristics and using such results or items as they increase the efficiency of studies. However, such national level culture has its limitations in forecasting and explaining individual-level behaviors such as voluntary device or system usage. This is because individual cultural characteristics are the outcome of not only the national culture but also the culture of a race, company, local area, family, and other groups that are formulated through interaction within the group. Therefore, national or nationally dominant cultural characteristics may have its limitations in forecasting and explaining the cultural characteristics of an individual. Moreover, past studies in psychology suggest a possibility that there exist different cultural characteristics within a single individual depending on the subject being measured or its context. For example, in relation to individual vs. collective characteristics, which is one of the major cultural characteristics, an individual may show collectivistic characteristics when he or she is with family or friends but show individualistic characteristics in his or her workplace. Therefore, this study acknowledged such limitations of past studies and conducted a research within the framework of 'theoretically integrated model of user satisfaction and emotional attachment', which was developed through a former study, on how the effects of different experience elements on emotional attachment or user satisfaction are differentiated depending on the individual cultural characteristics related to a system or device usage. In order to do this, this study hypothesized the moderating effects of four cultural dimensions (uncertainty avoidance, individualism vs, collectivism, masculinity vs. femininity, and power distance) as suggested by Hofstede(1980) within the theoretically integrated model of emotional attachment and user satisfaction. Statistical tests were then implemented on these moderating effects through conducting surveys with users of four digital devices (mobile phone, MP3 player, LCD TV, and refrigerator) in three countries (US, Germany, and Russia). In order to explain and forecast the behavior of personal device or system users, individual cultural characteristics must be measured, and depending on the target device or system, measurements must be measured independently. Through this suggestion, this study hopes to provide new and useful perspectives for future IS research.

Sound Design to Improve the Quality of Noise from Home Appliances (가전 제품의 음질 향상을 위한 음설계 연구)

  • 주재만;이제원;오상경;이나경
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2003.05a
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    • pp.1122-1127
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    • 2003
  • For many years, engineers in the field of acoustics have used the A-weighted sound pressure level (SPL). Since they were interested just in a reduction of noise, the A-weighted SPL was considered good enough to quantify noise problems. This is reasonable because loudness is usually the most important parameter for most noise problems and A-weighted SPL is often reasonably well correlated with loudness. As the overall noise levels drop, however, other parameters become more important and must be considered, Advent of sound quality came from an understanding that A-weighted SPL only reflects the loudness of a sound. It is obviously impossible to characterize a complex sound with a single number. Although product mostly has revealed physical quantities created by the standpoint of engineers, consumers 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 for 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 fur sound manipulation, the characteristics of the sound of air-conditioning systems and refrigerators were compared with competitors'. 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.

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Studies on the Structure of Plant Community and Visitor's Activities in Mt. Naejang National Park(II) -User's Impact and Activity- (내장산국립공원(內藏山國立公園)의 식물군집(植物群集) 및 이용행태(利用行態)에 관한 연구(硏究)(II) -이용객(利用客) 영향(影響) 및 행태(行態)-)

  • Lee, Kyong Jae;Oh, Koo Kyoon;Jo, Jae Chang
    • Journal of Korean Society of Forest Science
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    • v.77 no.4
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    • pp.401-413
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    • 1988
  • To investigate the users' activity, impact and psychology in Naejang Temple district at Mt. Naejang National Park in Korea, users' density and questionnaire survey at three major picnic areas and passenger counting at major pass were executed and environmental impacton on the site was surveyed. The total number of visitors showed stability at the level of one million persons every year after 1984. Users' impact was much severe along the main trail, the upper cablecar station and the slope from the observatory to Keumsun Valley, The maximum momentary number of users was estimated as 53,000 persons in autumn. Approximately 20% of the total number of visitor used Keumsun Valley and Weonjeok Valley area and 80% of visitors left after using only grassland and cablecar. The visitors' characteristics was similiar to the type of long-distanced national park and the main visiting purpose was to see autumn leaves. The psychological satisfaction did not very significantly as to increasing user's speace. As a result of varimax rotated factor analysis, the 1st factor, most affecting users' psychological satisfaction, was related to landscape and consisted of nature disturbance, crowdedness, noisiness, cleanness, in order of importance. The 2nd factor was related to facilities and consisted of number of toilet, number of waste-baskets, amount of drinking water, safety, in order of importance.

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Roles of Perceived Use Control consisting of Perceived Ease of Use and Perceived Controllability in IT acceptance (정보기술 수용에서 사용용이성과 통제가능성을 하위 차원으로 하는 지각된 사용통제의 역할)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.1-14
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    • 2008
  • According to technology acceptance model(TAN) which is one of the most important research models for explaining IT users' behavior, on intention of using IT is determined by usefulness and ease of use of it. However, TAM wouldn't explain the performance of using IT while it has been considered as a very good model for prediction of the intention. Many people would not be confirmed in the performance of using IT until they can control it at their will, although they think it useful and easy to use. In other words, in addition to usefulness and ease of use as in TAM, controllability is also should be a factor to determine acceptance of IT. Especially, there is a very close relationship between controllability and ease of use, both of which explain the other sides of control over the performance of using IT, so called perceived behavioral control(PBC) in social psychology. The objective of this study is to identify the relationship between ease of use and controllability, and analyse the effects of both two beliefs over performance and intention in using IT. For this purpose, we review the issues related with PBC in information systems studies as well as social psychology, Based on a review of PBC, we suggest a research model which includes the relationship between control and performance in using IT, and prove its validity empirically. Since it was introduced as qa variable for explaining volitional control for actions in theory of planned behavior(TPB), there have been confusion about concept of PBC in spite of its important role in predicting so many kinds of actions. Some studies define PBC as self-efficacy that means actor's perception of difficulty or ease of actions, while others as controllability. However, this confusion dose not imply conceptual contradiction but a double-faced feature of PBC since the performance of actions is related with both self-efficacy and controllability. In other words, these two concepts are discriminated and correlated with each other. Therefore, PBC should be considered as a composite concept consisting of self-efficacy and controllability, Use of IT has been also one of important areas for predictions by PBC. Most of them have been studied by analysis of comparison in prediction power between TAM and TPB or modification of TAM by inclusion of PBC as another belief as like usefulness and ease of use. Interestingly, unlike the other applications in social psychology, it is hard to find such confusion in the concept of PBC in the studies for use of IT. In most of studies, controllability is adapted as PBC since the concept of self-efficacy is included in ease of use explicitly. Based on these discussions, we can suggest perceived use control(PUC) which is defined as perception of control over the performance of using IT and composed of controllability and ease of use as sub-concepts. We suggest a research model explaining acceptance of IT which includes the relationships of PUC with attitude and performance of using IT. For empirical test of our research model, two user groups are selected for surveying questionnaires. In the first group, there are freshmen who take a basic course for Microsoft Excel, and the second group consists of senior students who take a course for analysis of management information by Excel. Most of measurements are adapted ones that have been validated in the other studies, while performance is real score of mid-term in each class. In result, four hypotheses related with PUC are supported statistically with very low significance level. Main contribution of this study is suggestion of PUC through theoretical review of PBC. Specifically, a hierarchical model of PUC are derived from very rigorous studies in the relationship between self-efficacy and controllability with a view of PBC in social psychology. The relationship between PUC and performance is another main contribution.

The effect of viewing distance and the speed of motion-in-depth on visual fatigue (시각적 피로도에 영향을 미치는 시청거리와 깊이방향의 운동속도)

  • Kham, Kee-Taek;Li, Hyung-Chul;Lee, Seung-Hyun
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.169-180
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    • 2009
  • The present study have investigated the effect of the characteristics of stereoscopic images and viewing environment on visual fatigue. We manipulated the speed of stereo images with motion-in-depth and viewing distance, which were used as representative variables of the characteristics of stereo image and viewing environment, respectively. Visual fatigue was evaluated with use of a subjective questionnaire which is consisting of 5 different and independent factors: "Eye pain", "Visual stress," "Nauseousness", "Body stiffness", and "Blurriness". In general, when viewing time increased from 10 minutes to 20 and 40 minutes, observers felt severe visual fatigue. Among other factors, only the factor score of "Nauseousness" was significantly increased as the speed of object moving in depth became faster. When viewing distance was increased, the score of "Blurriness" was decreased. These results suggest that different kind of the visual fatigue might be induced depending on characteristics of the stereo images and viewing environment.

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A study on the preference between emotion of human and media genre in Smart Device (스마트 디바이스 기반의 인간의 감정과 미디어 장르 사이의 선호도 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.59-66
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    • 2015
  • To date, contents' usability of most multimedia devices has been focused on developer not on user, which made difficult in solving the problems or fulfilling the needs while people using real system. Although user-centered UX and UI researches have been studied and have resulted in innovation in some part, it does not show great effect on usability as it is not easy to interpret human emotions and needs and to apply those to system. Usability is the matter on how deeply smart devices can interpret and analyze human mind not on how much functions and technologies are improved. This study aims to help with usability improvement based on user when people use smart devices in multimedia environment. We studied the interaction between human and contents by analyzing the effect of human emotions and personalities on preference and consumption of contents' type. This study was done by assuming that proper analysis on human emotions may increase user satisfaction on multimedia environment. We analyzed contents preference by gender and emotion. The results showed that there is significant relationship between 'Happy' emotion and 'Comedy Program' preference and men are more prefer it than women. However, it does not reveal any significant relationship between 'Sad' emotion and contents preferences but women are slightly more prefer 'Comedy Program' than men. This result supports the Zillmann's 'mood based management', which suggests that the needs for pleasant contents are revealed to relieve sadness when people are in a sad mood. In addition, our finding corresponds with Oliver's insistence on meeting all four factors, insight, meaningfulness, understanding and reflection, rather than just pleasure for more satisfaction. This study focused on temporary emotional factors and contents and additionally on effect of users' emotion, personality and preference on type of contents consumption. This relationship between emotions and contents study would suggest the better direction for developing smart devices with great contents usability and user satisfaction in the future.

The Influence of VR Color Image for Color Psychotherapy (색채심리치료를 위한 VR색채영상의 영향)

  • Hong, Gee Yun;Lee, OnSeok
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.376-384
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    • 2017
  • Color therapy is a diagnostic method for treating psychological problems using unique vibration and frequency color. The color has strong subjective psychology, it can give psychological stabilization effect as a spring as a favorite color and stability become personally personal. Also, to give various influences on emotion, we can obtain information via brain wave to evaluate these emotions. In this research, before viewing two kinds of VR color images of red and blue, responding to the stress questionnaire(BEPSI-K) via a mobile terminal. At this time, we analyzed the real-time we used four emotional data measurable via brain waves and grasped the user's emotional state. In addition, the stress questionnaire was used to quantify the emotion degree, and comparative analysis was made on how the color image affects the change of emotions with 3D virtual reality.

A Comparison of web Searching and Library System Searching: Perceived Difficulty, Self-Efficacy, and Effort (웹과 도서관 시스템에서 이용자 정보탐색 비교연구)

  • Rieh, Soo-Young
    • Journal of the Korean Society for information Management
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    • v.24 no.2
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    • pp.29-44
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    • 2007
  • The purpose of this study was to explore whether the concept of amount of invested mental effort (AIME) developed in the field of educational psychology can help explain why people put so little effort into online searching. In this experimental study, two information retrieval systems - a web search engine and a university library system - were used to make a comparison. The data were collected from 15 undergraduate students through background questionnaires, think-aloud protocols, search logs, post-search questionnaires, and post-task interviews. The findings indicate that perception of the web's "easy-ness" and high levels of self confidence in searching capability led the subjects to put less effort into web searching than they do into library system searching. In addition, the perceived difficulty of search task influenced the extent of mental effort invested. The AIME proved a useful framework for understanding search behavior and user experience for both web search engines and library systems.

Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.777-788
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    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

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