• Title/Summary/Keyword: 감성만족도 평가

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An Evaluation Model for Software Usability using Mental Model and Emotional factors (정신모형과 감성 요소를 이용한 소프트웨어 사용성 평가 모델 개발)

  • 김한샘;김효영;한혁수
    • Journal of KIISE:Software and Applications
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    • v.30 no.1_2
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    • pp.117-128
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    • 2003
  • Software usability is a characteristic of the software that is decided based on learnability, effectiveness, and satisfaction when it is evaluated. The usability is a main factor of the software quality. A software has to be continuously improved by taking guidelines that comes from the usability evaluation. Usability factors may vary among the different software products and even for the same factor, the users may have different opinions according to their experience and knowledge. Therefore, a usability evaluation process must be developed with the consideration of many factors like various applications and users. Existing systems such as satisfaction evaluation and performance evaluation only evaluate the result and do not perform cause analysis. And also unified evaluation items and contents do not reflect the characteristics of the products. To address these problems, this paper presents a evaluation model that is based on the mental model of user and the problems, this paper presents a evaluation model that is based on the mental model of user and the emotion of users. This model uses evaluation factors of the user task which are extracted by analyzing usage of the target product. In the mental model approach, the conceptual model of designer and the mental model of the user are compared and the differences are taken as a gap also reported as a part to be improved in the future. In the emotional factor approach, the emotional factors are extracted for the target products and evaluated in terms of the emotional factors. With this proposed method, we can evaluate the software products with customized attributes of the products and deduce the guidelines for the future improvements. We also takes the GUI framework as a sample case and extracts the directions for improvement. As this model analyzes tasks of users and uses evaluation factors for each task, it is capable of not only reflecting the characteristics of the product, but exactly identifying the items that should be modified and improved.

A Study on the Emotional Quality Design Framework for Improvement of the User Experience -with emphasis on the User Interface Design- (사용자 경험 증진을 위한 감성 품질 디자인 프레임웍에 관한 연구 -사용자 인터페이스 디자인을 중심으로-)

  • Seo, Jong-Hwan;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.523-532
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    • 2010
  • In the field of user interface design for interactive product, it is becoming more important than ever to understand emotional quality and its characteristics. By a series of experiments on emotional quality of user interface, this paper aimed to develope a systematic approach to investigating emotional quality. First, a emotional quality framework that consists of 6 dimensions (Usefulness, Easy of Use, Aesthetics, Stimulation, Identification, and Harmony) and 18 elements was developed through two experiments that users and UI expert participated in. Second, by conducting a user survey based on the emotional quality framework, it was illustrated how various emotional qualities of interactive product can be evaluated and what effects they have on overall satisfaction of the product. Finally, this paper analyzed the relative importance of emotional quality dimensions and the contextual factors that change emotional quality, and provided basic knowledge related to the construction of emotional quality for the succeeding studies.

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Sound Power Spectrum Guideline for a Refrigerator based on Subjective Evaluation (소비자 감성 평가를 통한 냉장고 Sound Power Spectrum Guideline)

  • Lee, Jin-Kyung;Jo, Kyoung-Sook;Lee, Jea-Won
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.11a
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    • pp.634-637
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    • 2007
  • A weighted sound pressure level has been used to evaluate sounds test or sound quality test for a refrigerator up to present but the customer had different satisfactions of refrigerator sounds with different listening position. It means that there was a sound directivity caused by a position of fan or compressor. In this paper, we proposed a sound power spectrum guideline that represents total sound of refrigerator.

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A Design of Satisfaction Analysis System For Content Using Opinion Mining of Online Review Data (온라인 리뷰 데이터의 오피니언마이닝을 통한 콘텐츠 만족도 분석 시스템 설계)

  • Kim, MoonJi;Song, EunJeong;Kim, YoonHee
    • Journal of Internet Computing and Services
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    • v.17 no.3
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    • pp.107-113
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    • 2016
  • Following the recent advancement in the use of social networks, a vast amount of different online reviews is created. These variable online reviews which provide feedback data of contents' are being used as sources of valuable information to both contents' users and providers. With the increasing importance of online reviews, studies on opinion mining which analyzes online reviews to extract opinions or evaluations, attitudes and emotions of the writer have been on the increase. However, previous sentiment analysis techniques of opinion-mining focus only on the classification of reviews into positive or negative classes but does not include detailed information analysis of the user's satisfaction or sentiment grounds. Also, previous designs of the sentiment analysis technique only applied to one content domain that is, either product or movie, and could not be applied to other contents from a different domain. This paper suggests a sentiment analysis technique that can analyze detailed satisfaction of online reviews and extract detailed information of the satisfaction level. The proposed technique can analyze not only one domain of contents but also a variety of contents that are not from the same domain. In addition, we design a system based on Hadoop to process vast amounts of data quickly and efficiently. Through our proposed system, both users and contents' providers will be able to receive feedback information more clearly and in detail. Consequently, potential users who will use the content can make effective decisions and contents' providers can quickly apply the users' responses when developing marketing strategy as opposed to the old methods of using surveys. Moreover, the system is expected to be used practically in various fields that require user comments.

Analysis and Evaluation of Users' Rating Targeted on Virtual experienced App, 'Hair Style Magic Mirror App' (가상 체험기반 헤어스타일 앱 'Hair Style Magic Mirror' 을 중심으로 본 사용자 데이터 해석과 평가분석)

  • Kim, Taejin;Chin, Seongah
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.12
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    • pp.6105-6110
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    • 2012
  • Smart devices have made our daily life more intelligent and provided convenient life styles in which advanced interface and high speed LTE enable us to have proliferation of empirical Apps. This research has analyzed and evaluated Unstructured data from the users who experienced 'Hair Style Magic Mirror App' by focusing on emotional information. Further this study suggests some directions that the application development industry should take in the near future. The findings through Chi-Square analysis indicate that the application has not affected the overall satisfaction of the consumers; consumers received higher satisfaction in paid version of applications than free versions. Emotional Information analysis shows that users value the practicality of each application the most. Thus, the application developers should focus on practicality and sensitivity side corresponding to the demand of consumers.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

Route Retrieval Support System by Using of Pedestrians' Preference Data (보행자의 감성을 고려한 경로탐색 지원시스템 제안)

  • Kim, Don-Han
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.81-90
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    • 2006
  • Pedestrians perceive differently from the sideway views or the exteriors of the buildings on the way to their destinations. Therefore, the navigation experience can become much different when the path was chosen based on the individual's preference from it is not. By focusing on the effects of the individual pedestrian' path choice on their navigation, this paper presents an algorithm designed for pedestrians to be able to explore their preferred path and proposes a prototype of navigation system based on the algorithm. The navigation support system searches for the best path upon their individual preferences and information of the destination. The system provides the process of retrieving the final path via the pedestrian-support system interaction. The path retrieval is peformed with the combinational matrix of keywords that are formulates Fuzzy theory from the correlations between the terms describing preferences used in the path preference survey. This paper presents the potentials of the path finding method tailored to pedestrians' preferences by a simulation of the proposed path retrieval algorithm.

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Identification of Design Attributes of the Affective Expressions for Movie Making (영화의 감성만족도 측정을 위한 시.청각적 영향 요인의 체계적 도출)

  • Kim, In-Ki;Kim, Ji-Ho;Chang, Woo-Jin;Lee, Cheol;Yun, Myung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.143-149
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    • 2007
  • 영상은 동적인 시각 이미지와 청각의 결합에 의해 감성적인 반응을 유도한다. 다양한 영상 기법을 통하여 감성적 반응의 극대화를 추구하는 영화는 영상의 시청각적 요소들을 감성의 관점에서 효과적으로 설계하는데 본보기가 된다. 그러나, 제품의 설계속성들에 대한 감성적 평가결과를 모형화하는 감성공학적 관점에서 볼 때 영화는 시청각적 자극의 수준이 극히 다양하고 동적인 경험재로 모형화의 어려움이 있다. 본 연구에서는 영화의 감성 모형을 구축하기 위한 사전연구의 단계로 영화에서의 시청각적 요인들을 문헌조사를 통해 수집, 정리, 선별하고 이러한 시청각적 요인들 중에 영화를 관람하는 관객의 감성적, 인지적 반응에 영향을 주는 유효한 요인들을 객관적이고 체계적으로 탐색하고자 하였다. 이를 위해, 감성 및 인지적 반응의 변화를 생체신호를 통해 측정하는 한편, 생체신호의 측정 시 사용된 영화의 시청각적 자극요인을 Video/Audio Processing방법에 의해 연속적인 수치로 정량화하였다. 생체신호와 정량화된 시청각적 자극요인을 동기화하고 통계적으로 분석함으로써, 생체신호의 반응과 시청각적 자극요인과의 인과관계를 통계적으로 신뢰성있는 수준에서 검증하고자 하였다. 생체신호를 종속변수로, 시청각적 자극요인을 독립변수로 하는 896개의 부분선형회귀모형(Partial Linear Regression Model)들 중 통계적으로 유의한 선형관계에 있는 경우의 빈도분석에 의하면, 시각적 요인들 중에는 밝기(Brightness), 대비(Contrast), 색상(Color), 움직임(Motion), 장면전환속도(Shot change Rate), 주요대상의 상대적 크기가, 청각적 요인들 중에는 Peak주파수, Peak주파수의 음량, 평균음량, 소음비(Sound-to-Noise Ratio)가 생체신호의 변화에 통계적으로 유의한 영향을 주는 것으로 나타났다. 이는, 위의 시청각적 자극 요인들은 특히 관객의 감성 및 인지적인 반응에 유의한 영향을 주는 요소로 작용할 수 있음을 시사하고 있다. 이를 토대로, 위의 시청각적 자극 요인들이 가지는 다양한 조합들을 설명변수로 하는 통계적인 영화의 감성 모형을 구축할 수 있을 것으로 기대한다.

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Harmonic Noise Evaluation Method for Home Appliance based on Sensory Evaluation (소비자 감성 평가에 의한 고조파 소음의 평가 방법)

  • Lee, Jin-Kyung;Jeoung, Jeoung-Kyo;Lee, Jea-Won;Joo, Jae-Man
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.11a
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    • pp.439-442
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    • 2005
  • Generally, noise from a home appliance has been measured by overall sound pressure level or sound power level, dB. Customers evaluation, however, of this noise should be depend on the only overall level but also the sensory feeling, annoyance, unpleasure and so on. Moreover, in this sensory evaluation, irregular, time-varying and uneven sounds which are difficult to describe itself by overall level are more affectable. Unfortunately however the formal evaluation method for this kinds of noise is not determined yet. In this research, the evaluation method for harmonic noise, which is a major noise from home appliance and one of the unmeasurable sounds by overall level, is proposed to evaluate its acceptability based on the consumer's sense of hearing. The proposed approach could be applied to the other sound, which acoustical characteristics are similar to the tonal noise.

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The Effects of Aesthetics of Smartphones on Usability (스마트폰의 심미성이 사용성에 미치는 영향)

  • Oh, Eui-Taek;Park, Min-Yong
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.249-258
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    • 2012
  • The aim of this study was to investigate the effects of aesthetics of smartphones on subjective and objective usability by the task factors. Although several studies have focused on the effects of aesthetics on subjective and objective usability, correlation between aesthetics and objective usability is ambiguous. Using smartphones which have same functions but different aesthetics, thirty-six subjects were asked to complete one of 3 types of tasks (inputting information, searching information, enjoying information). Both performance data and subjective measures were recorded. The results showed that high aesthetics had a more positive effect on subjective usability than low aesthetics before and after use, with smaller difference after use. High aesthetics seemed to yield longer task completion times. But objective usability was not significantly affected by both task factors and aesthetics. The results indicated that aesthetics may have multiple effects that go beyond affective satisfaction. The findings of this study could be applied to predict effects of aesthetics on subjective and objective usability in usability testing.

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