• Title/Summary/Keyword: 감성 경험

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An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony (게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로)

  • Ahn, Ho-Sung;Kim, Jai-Beom;Seo, Heung-Kyo;Oh, Hye-Won
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.467-476
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    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

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A Song Recommendation System Using Personal Emotional Machine Learning Analysis (개인의 감성분석과 머신러닝을 적용한 노래 추천 서비스)

  • Kim, Dong Jun;Lee, Ji Yeon;Jeong, Su Jin;Kim, Yoon Jea;Kim, Woongsup
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.789-791
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    • 2017
  • 음악은 매장의 분위기를 결정짓는 중요한 요소이다. 그러나 현재 대부분의 매장에서는 음악 스트리밍 사이트에서 추천해주는 플레이리스트 혹은 개인의 취향에 의한 선곡이 이루어지고 있다. 이때 매장의 분위기와 적합하지 않는 곡이 선곡되는 경우가 발생하며 고객들로 하여금 불만스러운 경험을 제공할 수 있는 여지가 있다. 이에 본 연구는 기존의 음악 선곡 시스템을 고객 중심적으로 전환하고자 한다. 고객의 감정 분석, 상황 분석과 머신 러닝을 적용하여 현재 매장의 분위기와 어울리는 음악이 선곡되고 재생될 수 있도록 하는 것을 목표로 하고 있다.

A Study on The Emotional Travel Planning App Using Data Mining (데이터 마이닝을 활용한 감성적 여행 계획 앱 연구)

  • Hyun-woo Seo;Am-Suk Oh
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.549-550
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    • 2023
  • 본 논문에서는 데이터 마이닝을 활용한 감성적 여행계획 제공 앱으로 각 개인에게 알맞은 맞춤형 여행계획 추천 어플을 연구하고자 한다. 여행 계획에서 여행자들이 더 좋은 경험을 하도록 돕고 앱을 통하여 여행을 최대로 즐길 수 있으며 앱에서 제공하는 데이터들을 바탕으로 숙소, 관광명소, 음식점 등의 자료제공으로 최상, 최적의 숙소 체험, 훌륭한 음식점 예약, 주변의 좋은 여행지를 검색 가능하게 하고자 한다. 아울러, 어떤 여행을 계획하든 제공하는 앱으로 간편하게 감성적으로 여행을 계획하고 그 체험과 정보들을 다른 사람들에게도 여행 가이드로 추천, 공유할 수 있도록 하고자 한다.

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A Study on User's Mental Model for Services and User Interface of Interactive TV (인터랙티브 TV의 서비스 및 인터페이스에 대한 사용자의 멘탈모델에 관한 연구)

  • Cheon, Jeong-Eun;Han, Ah-reum;Yeoun, Myeong-Heum
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.74-78
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    • 2009
  • 인터랙티브 TV 시장이 활성화됨에 따라 DCATV와 IPTV의 경쟁이 본격화되면서 사용성에 직접적인 영향을 주는 인터페이스에 대한 관심도 증대되고 있는 실정이다. 본 연구는 인터랙티브 TV의 서비스 및 인터페이스에 대한 사용자의 멘탈모델을 이해하는 것을 목적으로 진행하였다. 연구 방법은 다음과 같다. 첫째, 문헌 조사를 통해 인터랙티브 TV의 2가지 유형인 DCATV와 IPTV의 기술적 차이점과 서비스 동향을 파악하였다. 둘째, 헬로우TV, C&M, 브로드앤TV, 쿡TV, 마이 엘지TV 등 인터랙티브 TV의 사례들을 비교분석 하였다. 셋째, 헬로우TV를 중심으로 사용성 평가를 실시하고 그 결과를 종합 분석하였다. 이를 통해 본 연구에서는 DCATV와 IPTV의 서비스 및 인터페이스에 대한 사용자 멘탈모델이 다르다는 것을 파악할 수 있었다. 특히 실시간으로 방송되는 '케이블TV채널'과 요청에 따라 다운로드 되는 'VOD'라는 두 가지 서비스는 인터랙션 방식과 제공 단위에 있어서 상이하며, 따라서 개념적 혼란을 야기할 수 있다. IPTV와 달리 두 가지 서비스를 함께 제공하는 DCATV에서는 대부분의 사용자들은 2가지의 멘탈모델을 병립시키지 못해 인지적 혼란을 느꼈고 VOD서비스에 대해서도 정확히 이해하지 못했다. 이는 VOD 명칭에 대해 어려움을 느끼는 것으로 생각되며 VOD명칭에 대한 개선이 필요했다. 이에 새롭게 변화된 쿡TV에서는 VOD란 명칭을 TV다시보기로 개선함으로써 명칭 개선이 필요함을 증명했다. 이러한 발견 점은 차후 인터랙티브 TV의 인터페이스 개발시 컨셉 개발을 위한 기초 자료로 이용될 수 있을 것으로 사료된다.

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Effects of Aroma Therapy on EEG and Academic Stress (아로마 요법이 학업 스트레스와 뇌파에 미치는 영향)

  • Kim, Woo-Jong;Kwon, Mi-Hwa;Kwon, Myung-Hwa;Kim, Jin-gu
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.95-102
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    • 2015
  • The purpose of this study was to investigate the effects of aroma oil on EEG and academic stress. Twenty four male middle school students whose mean age 15 years participated in this experiment. They were assigned into one of two experimental conditions :(1) treatment group and control group. Lee Bo-young's Academic stress level test was used to measure the level of the stress. WEEG-8 Channel(Laxtha Inc) was used to measure the EEG. Four different areas(Fp1, Fp2, F3, F4) related to stress were tested based on the international 10-20 System. The task was to complete the stress test, to inhale the aroma in a comfortable chair for 3 minutes and to complete the stress test, again. The results of this study indicated that aroma inhalation reduced students' academic stress. In addition, alpha wave was increased by inhaling the aroma. The findings of the present study suggested that aromatherapy become a potential tool to reduce the level of stress.

A Study on the Interior Design Management Strategy for Design Compectitiveness in Environmental Changes (환경변화에 있어 디자인경쟁력을 위한 실내디자인경영전략에 관한 연구)

  • Chang, Haeng-Soo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.245-256
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    • 2008
  • Today, interior design industry is continuously developing in domestic and foreign, and the industry is getting more internationalized and professionalized day after day. At the same time, the interior design industry is overwhelmed by sudden changes. However, the sudden change can be regarded as a turning point requiring management paradigm shift and an understanding of fundamental concept of interior design industry management. In other word, it is the point where a design management strategy should begin. The previous management strategies are no longer effective. Only the companies providing impressive and practical designs followed from qualified market research and analysis can survive in the society. This research examined the tasks the interior design industry confronted and the factors of environmental changes, and analyzed the current status and trend of changing environments. The purpose of the research is to propose a direction to the effective management available in highly industrial national society.

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The Development of Usability Evaluation for Wearable Computer: An Investigation of Smart Clothing (웨어러블 컴퓨팅 사용성 평가 척도 개발 - 스마트 웨어 적용사례를 중심으로 -)

  • Chae, Haeng-Suk;Hong, Ji-Young;Cho, Hyun-Seung;Lee, Young-Jin;Park, Sun-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.265-276
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    • 2006
  • The purpose of this paper is to develop usability evaluation tool for wearable computer. In this paper, we propose evaluation factor and object through context evaluation in the real environment. The basic idea of this process is to know the thought from wearable user. Also, we gathered the opinion from expert group. As a result, we adopted evaluation question categories. By examining some empirical data which is obtained from observation and wearability evaluation, we conclude usability evaluation of wearable computer, including smart clothing. The design process in creating a successful wearable usability is no longer about providing technical success, rather about creating a optimal user experience.

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Pain, Acupuncture and Brain Imaging (통증, 침술 및 뇌영상)

  • Kwak, Yong-Ho;Won, Ran;Lee, Hye-Jung;Lee, Bae-Hwan
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.551-558
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    • 2010
  • Pain is very complex and multi-level experience that should be objective or subjective. Acupuncture is a traditional method to heal the pain and have been based on meridian theory. There have been many clinical evidences showing the pain-relieving effect of acupuncture but science-based understanding of it was poor. Furthermore in daily life, we feel huge gap between the source of pain and pain control by acupuncture stimulation. However, the underlying connection between pain control and acupuncture stimulation has been reported in many recent reports. In this paper, we briefly introduce the brain imaging techniques (functional magnetic resonance images, positron emission tomography, electroencephalograph, and magnetoencephalography) and review researches in pain and acupuncture. Through this, the brain areas that activated by pain and acupuncture will be verified, and compared each other regarding their specificity and similarity. In addition, detailed understanding of brain function which is related to pain and acupuncture analgesia through brain imaging techniques will be discussed.

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Differences in Driver's Longitudinal Vehicle Control, Subjective Fatigue, and Perceived Fidelity in 2D and 3D Display Driving Simulation (2D와 3D 디스플레이로 구현된 운전 시뮬레이션에서 운전자의 종적 차량통제 수행, 주관적 피로감 및 지각된 현실감의 차이)

  • Park, Dong-Jin;Lee, Jaesik
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.3-18
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    • 2014
  • In this study, drivers' longitudinal car control, subjective fatigue, and perceived fidelity were compared between 2D and 3D display driving simulation. The results can be summarized as followings. First, in all target speed conditions, the drivers tended to drove faster in 2D display condition than 3D display condition. Second, speed deviation from target speed increased as target speed decreased. Third, distances between the lead vehicle and the driver's vehicle were significantly reduced in the 3D display condition when the speeds of the lead vehicle were relatively fast(i. e., over 80km/h). Fourth, although the perceived fidelity was not significantly different between the two display conditions, subjective fatigue was higher in the 3D display condition than in the 2D display condition.

Reaction Pattern Influenced by Relative Values in the Evaluation of Preference for Image (이미지에 대한 선호도 평가에 있어 상대가치 작용 반응 패턴)

  • Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.41-50
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    • 2014
  • This study examined the characteristics of brain's reaction pattern concerning the preference for product images and compared them with the result of subjects' intuitive evaluation of their preference for the same materials. Two tests were conducted; the first one that calculated comfort properties based on brainwave measurements in order to examine the impression given by the images of products presented separately, one-by-one, and the second one that had subjects evaluate the preference directly by comparing the images of all products simultaneously. The first test was titled 'Independent Cognitive Response' and the second test, 'Relative Cognitive Response', and their characteristics were as follows. In the 'Independent Cognitive Response', the state of emotion was expressed in absolute values based on the comparison with the information accumulated through the subject's own experience and the feeling expressed as 'pleasant' or 'unpleasant' persisted as absolute values. In the 'Relative Cognitive Response', the state of emotion relative to the information of other images compared in the stage of perceiving the images was expressed, and in this case, the state of emotion described as 'calm' or 'excited' acted as relative values.