• Title/Summary/Keyword: 사용자 감성 평가

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A Study on the Customer perception and acceptance of Smart Clothiong based on the customer's Lifestyle (소비자 라이프 스타일에 따른 스마트 의류의 수요 경향 -패션 라이프 스타일과 디지털 라이프 스타일을 중심으로-)

  • Cho, Ha-Kyung;Lee, Joo-Hyeon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1114-1121
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    • 2009
  • 1990 년대 후반 이후 스마트 의류 연구는 기능성 및 인간 친화적인 측면으로의 접근 필요성이 증가됨에 따라 기능 및 사용자 중심의 연구로 진행되어 오고 있다. 이에 따라 최근 스마트 의류의 발달은 사용자 애플리케이션을 중심으로 세분화되어 개발되고 있다다변하는 의류 시장에서 스마트 의류 상품기획은 기존의 의류 상품기획과 같이 소비자 트렌드 중심의 경향과 함께 소비자의 특성을 파악하는 연구의 필요성이 대두되어 그 중요성은 날로 부상하고 있다. 그러나, 기존의 스마트 의류의 연구는 기능성, 사용성 기반의 연구자 중심의 개발이 이루어지고 있어, 소비자 중심, 마켓 중심의 연구가 미비한 실정이다. 따라서 본 연구에서는 스마트 의류 기획에 있어 가장 밀접한 관련이 예상되는 의복 및 의복행동 라이프 스타일과 디지털 라이프 스타일을 중심으로 라이프 스타일의 유형을 분석하고, 라이프 스타일에 따른 스마트 의류 수용도와 인지도를 조사하고자 하였다. 본 연구는 추후 스마트 의류의 수요가 가장 높을 것으로 예상되는 20 대, 30 대를 중심으로 이루어졌으며, 라이프 스타일에 따른 스마트 의류의 수용도와 인지 여부 및 스마트 의류의 선호도를 조사하여 그 결과를 제시하였다.그 결과 소비자 라이프스타일은 유행추구형, 감각적 정보추구형, 실용적 기능추구형의 세 유형으로 도출되었으며, 유행추구형 집단이 스마트 의류에 대한 인지도가 가장 높은 것으로 나타났다. 유행추구형은 엔터테인먼트 의류군을 선호하였으며, 스마트 의류 속성 중 외관을 다른 집단에 비해 중시하는 경향을 보였다. 감각적 정보추구형은 감성교감의류 및 생체 신호 측정의류의 선호도 및 필요성을 높게 인지하고 있었으며, 실용적 기능 추구형은 생체 신호 측정의류 및 환경과의 상호작용 하는 의류에 대해 선호하는 경향을 나타내며, 스마트 의류의 필요성을 다른 집단에 비해 높게 느끼고 있는 것으로 나타났다. 본 연구는 스마트 의류의 인식 및 선호도 등 상품화에 실질적인 평가 자료를 제시함으로써, 추후 스마트 의류의 상용화에 있어 시장 가능성 및 상품화를 위한 스마트 의류 기획 방향을 제시한 것에 의의가 있다.

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Effects of Anthropomorphic Conversational Interface for Smart Home: An Experimental Study on the Voice and Chatting Interactions (스마트홈 대화형 인터페이스의 의인화 효과 음성-채팅 인터랙션 유형에 따른 실험 연구)

  • Hong, Eunji;Cho, Kwangsu;Choi, Junho
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.15-23
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    • 2017
  • Applying the concept and components of human nature to the conversational agent in the smart home context, this study investigated the effects of the level of anthropomorphism and interaction type on the emotional user experiences and future use intention. The results of experiment study showed that the high-low condition of anthropomorphism and the voice-chatting interaction type have impacts on the perceived closeness, likability, and future use intention. That is, people evaluate the conversational agent as more close, likable, and useful when they perceive more human nature components and when in the voice interaction mode. Psychological resistance was lower in the voice than in the chatting mode regardless of the level of anthropomorphism. The results also demonstrated an interaction effect of anthropomorphism and interaction type on the future use intention: the effect of anthropomorphism existed only in the voice interaction mode. It leads to the conclusion that a conversational agent with the voice recognition interface should be designed with the higher level of human nature components for the continuous use.

An efficient Decision-Making using the extended Fuzzy AHP Method(EFAM) (확장된 Fuzzy AHP를 이용한 효율적인 의사결정)

  • Ryu, Kyung-Hyun;Pi, Su-Young
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.6
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    • pp.828-833
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    • 2009
  • WWW which is an applicable massive set of document on the Web is a thesaurus of various information for users. However, Search engines spend a lot of time to retrieve necessary information and to filter out unnecessary information for user. In this paper, we propose the EFAM(the Extended Fuzzy AHP Method) model to manage the Web resource efficiently, and to make a decision in the problem of specific domain definitely. The EFAM model is concerned with the emotion analysis based on the domain corpus information, and it composed with systematic common concept grids by the knowledge of multiple experts. Therefore, The proposed the EFAM model can extract the documents by considering on the emotion criteria in the semantic context that is extracted concept from the corpus of specific domain and confirms that our model provides more efficient decision-making through an experiment than the conventional methods such as AHP and Fuzzy AHP which describe as a hierarchical structure elements about decision-making based on the alternatives, evaluation criteria, subjective attribute weight and fuzzy relation between concept and object.

Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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Development of a Modular Clothing System for User-Centered Heart Rate Monitoring based on NFC (NFC 기반 사용자 중심의 모듈형 심박측정 의류 시스템 개발)

  • Cho, Hakyung;Cho, SangWoo;Cho, Kwang Nyun
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.51-60
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    • 2020
  • This study aimed to develop a modular smart clothing system for heart rate monitoring that reduces the inconvenience caused by battery charging and the large size of measurement devices. The heart rate monitoring system was modularized into a temporary device and a continuous device to enable heart rate monitoring depending on the requirement. The temporary device with near-field communication (NFC) and heart rate sensors was developed as a clothing attachment type that enables heart rate monitoring via smart phone tagging when required. The continuous device is based on Bluetooth Low Energy (BLE) communication and batteries and was developed to enable continuous heart rate measurement via a direct connection to the temporary device. Furthermore, the temporary device was configured to connect with a textile electrode made of a silver-based knitted fabric designed to be located below the pectoralis major muscle for heart rate measurement. Considering the user-experience factors, key functions, and the ease of use, we developed an application to automatically log through smart phone tagging to improve usability. To evaluate the accuracy of the heart rate measurement, we recorded the heart rate of 10 healthy male subjects with a modular smart clothing system and compared the results with the heart rate values measured by the Polar RS800. Consequently, the average heart rate value measured by the temporary system was 85.37, while that measured by the reference device was 87.03, corresponding to an accuracy of 96.73%. No significant difference was found in comparison with the reference device (T value = -1.892, p = .091). Similarly, the average heart rate measured by the continuous system was 86.00, while that measured by the reference device was 86.97, corresponding to an accuracy of 97.16%. No significant difference was found in terms of the heart rate value between the two signals (T value = 1.089, p = .304). The significance of this study is to develop and validate a modular clothing system that can measure heart rates according to the purpose of the user. The developed modular smart clothing system for heart rate monitoring enables dual product planning by reducing the price increase due to unnecessary functions.

Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Outlier Detection Techniques for Biased Opinion Discovery (편향된 의견 문서 검출을 위한 이상치 탐지 기법)

  • Yeon, Jongheum;Shim, Junho;Lee, Sanggoo
    • The Journal of Society for e-Business Studies
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    • v.18 no.4
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    • pp.315-326
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    • 2013
  • Users in social media post various types of opinions such as product reviews and movie reviews. It is a common trend that customers get assistance from the opinions in making their decisions. However, as opinion usage grows, distorted feedbacks also have increased. For example, exaggerated positive opinions are posted for promoting target products. So are negative opinions which are far from common evaluations. Finding these biased opinions becomes important to keep social media reliable. Techniques of opinion mining (or sentiment analysis) have been developed to determine sentiment polarity of opinionated documents. These techniques can be utilized for finding the biased opinions. However, the previous techniques have some drawback. They categorize the text into only positive and negative, and they also need a large amount of training data to build the classifier. In this paper, we propose methods for discovering the biased opinions which are skewed from the overall common opinions. The methods are based on angle based outlier detection and personalized PageRank, which can be applied without training data. We analyze the performance of the proposed techniques by presenting experimental results on a movie review dataset.

Validity examination of the measurement of 3D visual fatigue using EEG (EEG 생체신호 기반 3D 시각피로 측정방법에 대한 타당화 연구)

  • Li, Hyung-Chul O.;Moon, Kyung-Ae
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.17-28
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    • 2012
  • Recent development of 3D technologies made it possible that observers perceive 3D depth from two dimensional images. Despite this kind of technological development, when observers watch 3D display they experience 3D visual fatigue that they do not usually experience in real life. It is critical to measure visual fatigue in order to overcome the problem of 3D visual fatigue. The purpose of the present study was to develop a protocol to measure 3D visual fatigue based on an EEG signal and to examine its validity. The first experiment explored the possible ERP components that reflected visual fatigue in 2D and 3D conditions. The second experiment examined whether the feature of the component found in the first experiment was affected by the amount of binocular disparity. Both in Cz and Pz channels, the peak amplitude of P3 component was much lower in 3D rather than in 2D conditions, and it decreased as the amount of binocular disparity increased. The subjective 3D visual fatigue also increased with the amount of binocular disparity. These results imply that the peak amplitude of P3 component at Cz and Pz channels can be used as an index of 3D visual fatigue.

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A Comparative Study of Emotional Response to Korean Drama among Countries: With Drama 'Goblin' (한국 드라마 수용에 있어서 국가별 감정 반응 분석: 드라마 <도깨비>를 중심으로)

  • Lee, Yewon;Woo, Sungju
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.31-40
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    • 2017
  • This research aims to investigate 'Hallyu' contents consumption tendency of consumers from Korea, Japan, and the United States by analyzing their emotional responses. With the development of social media, research on emotion analysis by reviewing text materials has grown. Whereas environmental variables affect consumer demand towards 'Hallyu' contents, little comparative analyses have been conducted on the emotional responses of consumers from different countries. In this research, the emotional prototype model proposed by Russell(1980) used to extract and distinguish emotional words to clarify how people in the three countries differently perceive the Korean drama "Goblin". First of all, the SNS reviews were collected during a two-month period (February 12 to April 12). Second, significant factors were identified in the collected data according to Russell's emotion model. Third, random forest was applied to organize the selected variables in the order of variable importance. Fourth, the correlations among the emotional words were compared. Lastly, the accuracy of the trained model was measured using the test dataset. The results show that "Happy" was found to be the greatest factor in Korea and in the United States and "Pleased" in Japan. Emotional words correlations showed that when watching the drama "Goblin", "passive unpleasure" was the main factor associated with individual's interest in Korea whereas "passive pleasure" was associated with individual's interest in Japan and in the United States. Based on the results, this research suggests the possibility of developing evaluation guidelines for emotional responses of different countries towards 'Hallyu' contents.

Effect on Discomfort and Attention Through Analysis of Resting-State Brain Wave Activity in Forward Head Posture (휴식시 뇌파 활성 분석을 통한 거북목 자세의 불편함 및 주의력에 미치는 영향 연구)

  • Ju-Yeon Jung;Chang-Ki Kang
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.105-112
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    • 2024
  • Forward head posture (FHP) is a representative postural deformation problem in people today, causing various physical and mental problems, but the effect of FHP on discomfort or distraction during rest is not well known. Accordingly, this study aims to demonstrate the effect of FHP on these brain functions by analyzing brain wave signals at rest. Thirty-three heavy users of computers participated in this study, and all of them exhibited functional FHP when using computers. All participants performed using both normal posture and FHP, and their brain waves were measured at rest while maintaining each posture for five minutes without stimulation. Brain wave signals were acquired using EEG with 32 channels, and through frequency analysis, changes in delta and beta waves, known to be closely related to discomfort and attention, were compared and analyzed depending on the posture. As a result, FHP showed a significant decrease in delta waves in nine channels compared to the normal posture, and a significant increase in beta waves in 14 channels, showing that FHP does affect brain function at rest. These changes are consistent with those that occur under conditions of psychological discomfort and distraction, and they appear to be because the increased discomfort caused by musculoskeletal changes in the FHP also affects brain activity. These can provide important results showing that posture correction can help improve brain function and psychological state at rest.