• Title/Summary/Keyword: 착용 경험

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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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Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.

Synthesis and Characterization of Amphiphilic Polyurethanes as Coating Materials for Urinary Catheters (요도용 카테타 도포용 양친성 폴리우레탄의 합성 및 분석)

  • Park Jae-Hyung;Kim Kwang-Meyung;Chung Hes-Son;Kwon Ick-Chan;Bae You-Han;Jeong Seo-Young
    • Polymer(Korea)
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    • v.30 no.3
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    • pp.247-252
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    • 2006
  • The long-term use of indwelling urinary catheters can allow bacterial adhesion to their surfaces, followed by the catheter-associated urinary tract infection. In an attempt to minimize the bacterial adhesion, various amphiphilic polyurethanes (APUs) were synthesized as potential coating materials for urinary catheters. By varying composition of the soft segments such as PEO, PTMO, and PDMS, four different polyurethanes were synthesized. All the APU-coated urinary catheters had the smooth surfaces and showed higher hydrophilicity, compared to the commercial silicone catheters. In particular, the use of APUs with the higher PEG content significantly augmented hydrophilicity and remarkably reduced the total amount of bacteria adhering to the surface. Overall, the APUs prepared in this study provided the promising potential as coating materials for urinary catheters.

Personal and Parental Factors Influencing Influenza Vaccination in Adolescents: Based on the 6th Korea National Health and Nutrition Examination Survey (한국 청소년 인플루엔자 예방접종에 영향을 미치는 개인요인과 부모요인에 관한 융합적 연구 : 제 6기 국민건강영양조사를 바탕으로)

  • Lee, Eun Jee
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.151-158
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    • 2017
  • Influenza vaccination in adolescents is crucial to prevent the influenza expansion. The aim of this study was to investigate the difference of personal factors and parental factors affected influenza vaccination coverage. Study data on 12-18 years old adolescents and their parents were obtained from the 6th Korea National Health and Nutrition Examination Survey. Rao-Scott Chi-square test and multivariate logistic regression were used for the analysis. The percentage of influenza vaccination coverage in adolescents was low (26.2%). The personal factors influencing influenza vaccination were age, discomfort within two weeks, history of pneumonia, and wearing safety belt in adolescents, and the parental factors were age and influenza vaccination. In order to increase the influenza vaccination coverage for adolescents, media and healthcare professionals should provide education to adolescents and their parents about influenza vaccination.

A Study on Development of Interactive Contents for Digital Mirror (Digital Mirror를 위한 인터렉티브 콘텐츠 개발에 관한 연구)

  • Lee, Ki-Hoon;Jeong, Ji-Hong;Pan, Young-Hwan;Oh, Sung-Ryong;Park, Jin-Woo;Jo, Hyun-Cheol;Lee, Dong-Wook
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.41-46
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    • 2008
  • 디지털 기술의 발전은 인간 생활에 큰 변화를 가져다주었다. 이와 같은 디지털 기술의 발전으로 변화된 인간 생활 중 가장 큰 변화는 기술의 발전 이전에 사용되던 각종 제품 및 도구들이 디지털 기술의 힘으로 새롭게 재탄생하고 있다는 점이다. 재탄생된 제품 및 도구들은 사람과 제품간의 경계를 무너뜨리고 서로 융합되고 있다. 이러한 제품들 중에서 대표적으로 Digital Mirror를 들 수 있다. 기존 인간 생활에서 사용되던 일반적인 Mirror가 최근 들어 Digital Mirror라는 새로운 형태의 제품으로 연구되어 지고 있다. 이러한 Digital Mirror는 일상생활 속에서 기존 거울을 대체하고 있으며, 인터렉티브 미디어 아트에서도 많이 응용되고 있다. 현재 Digital Mirror는 광고, 인터렉티브 아트 등의 분야에서 다양한 형태의 콘텐츠가 개발되고 있다. 하지만 Digital Mirror를 새로운 제품 산업군으로 확대하여 신사업을 창출하기 위해서는 수많음 사용자들의 욕구를 충족시킬 수 있는 인터렉티브한 콘텐츠 제작을 해야 한다. 본 연구에서는 Digital Mirror의 인터렉티브한 콘텐츠 제작을 목적으로, 기존의 인터렉티브한 콘텐츠 사례를 중점적으로 연구하여 새로운 콘텐츠 아이디어를 도출하였다. 아이디어를 통해 어린이 사용자를 타켓으로 새로운 사용경험을 제공해 줄 수 있는 컨셉을 정하여 인기 애니메이션 캐릭터를 사실적으로 체험할 수 있게 해주는 콘텐츠 제작방향을 설정하여 연구를 진행하였다. 또한 놀이와 참여, 상호작용을 통한 새로운 디지털 놀이 도구라는 개념으로 AR기술을 이용해 캐릭터를 좀더 사실적으로 체험 할 수 있도록 제작하였다. 어린이 사용자가 캐릭터 마커를 착용하고 Digital Mirror앞에 서게 되면 캐릭터 마커에 해당되는 3차원 입체영상 애니메이션 캐릭터가 어린이 사용자의 모습과 합성되어 사실적인 캐릭터 콘텐츠를 체험 할 수 있게 해 주는 콘텐츠이다. 어린이들에게 인기 있는 캐릭터를 3D로 제작하여 캐릭터 소스로 활용하였고 이를 효율적으로 사용할 수 있도록 어플리케이션 저작툴을 개발 완료하여 제작하였다. 그리고 평판 디스플레이를 이용하여 실제 Prototype 제작하였다.

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The Study on an Using Effect of Head Mounted Display to the Body in Virtual Environments (가상환경에서의 HMD사용이 인체에 미치는 영향에 관한 연구)

  • 이창민;정진희
    • Journal of Korea Multimedia Society
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    • v.3 no.4
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    • pp.389-398
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    • 2000
  • The focus of this study is to investigate how personal display system - Head Mounted Display(HMD) and VDU-affect to the body in virtual environments. This prediction was tested by a comparing of playing 3D games while wearing a HMD and monitoring a VDU for an hour. As quantitative measuring and analyzing tools, SSQ, RSSQ, pre and post posture stability test and vision test are used. The results showed that SSQ and RSSQ total score (TS) are related with the results of pre and post posture stability test and SSQ and RSSQ TS of HMD is higher than TS of VDU by one point five times. Especially, TS of MRG3C, having large field of view, has a possibility by two times of simulator sickness (SS). And in order to investigate the degree of SS regarding to the simulator control condition, two conditions, subjective-passive and subjective-active environments were compared. However, there was no significant difference between two environments. The repetition of the same environment has no effect to reduce the SS. Disorientation and oculomotor scores of the SSQ and RSSQ are higher than that of another symptoms. In addition, RSSQ score of strain/confusion is higher than that of nausea. Therefore, we assume that personal fear could possibly increase the simulator sickness in virtual environments.

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The relationship between maxillofacial injury and the use of mouth-gards in athletes (운동선수의 구강악안면 외상 경험과 마우스 가드 착용과의 관련성)

  • Paek, Kyung-Hwa;Jang, Jong-Hwa;Lee, Young-Soo
    • Journal of Korean society of Dental Hygiene
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    • v.9 no.3
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    • pp.545-557
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    • 2009
  • Objectives : This study was to investigate the use of mouth-guards and maxillofacial injuries and to examined the relationship among variables in athletes group. Methods : The subjects were 459(86.5%), who were 18 years or older with mean age of 20.7 years. Data was collected using a self administrated questionnaire from May 25 to June 15, 2009. We surveyed maxillofacial injuries(temporo-mandibular disorders contained) and mouth-guards usage and confidence concerning mouth-guards in athletes. The data were analysed with chi-square analysis, fisher's exact test and logistic regression using the SPSS 15.0 windows. Results : Prevalence of body or maxillofacial injuries experiences was 54.5% for athletes and 47.1% for non-athletes groups(p>0.05). The other hand, the incidence temporo-mandibular disorders was 67.0% for athletes and 49.8% for non-athletes groups(p<0.05). The experience of the use of mouth-guards was 83.3% for athletes and 78.8% for non-athletes, there were not significant differences between athletes and non-athletes groups (p>0.05). Risk factors found to be significantly related to the occurrence of maxillofacial injury were: unused mouth-guards(OR=2.83), no rules for use of mouth-guards(OR=2.46). Conclusions : Based on the findings, maxillofacial injuries experience is highly associated with mouth-guards usage, not only athletes also general people should be educated on the use of mouth-guard in order to reduce the incidence of maxillofacial injuries.

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Effects of whole body movements in using virtual reality headsets on visually induced motion sickness (전신 움직임을 요구하는 컨트롤러가 가상현실 디바이스에서 시지각과 가상현실 멀미에 끼치는 영향)

  • Kim, Sung-ho;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.283-291
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    • 2017
  • Though new body movement based input system immerged in Virtual Reality (VR), VR still has a visually induced motion sickness (VIMS) problem to be accepted for users. VIMS are caused by changes in visually perceived movement that discord with vestibular system's sense of movement. Not only Head-body movements, but also hand gestures to make commands and torso movement can affect visual movement perception by enhancing immersion and its psychological product; presence. The question arises does whole body movement and hand gesture to make commands are more dominant to arousal, presence, and VIMS? To address this question, we conducted "2 (IV1; head-body movements only vs. whole body movements) * 1" between subject design experiment. The results showed that significant effect on whole body movements and arousal, marginally significant effect on presence. Eyewear usage was a moderator between hand gesture and presence relationship.

The Effects of Elementary School Students' Experiences in Wearing a Lap Coat on Science-related Attitudes and Perception of Wearing a Lap Coat in Science Learning (과학수업에서 초등학생들의 실험복 착용 경험이 과학 관련 태도와 실험복에 대한 인식에 미치는 영향)

  • Park, Hyoung-Min;Lim, Chae-Seong
    • Journal of Korean Elementary Science Education
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    • v.37 no.4
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    • pp.363-371
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    • 2018
  • The purpose of this study was to analyze the effects of wearing lab coats on science-related attitudes of elementary school students in science learning. In addition, we analyzed the effects of wearing lab coats on perceptions of the authenticity of school science activities and the necessity of wearing lab coats. Samples of the study were composed of 4 classes of 92 fifth graders in Seoul, Korea. Unit of 'Temperature and Heat' was selected as a object of the research. The major results of the study are as follows. First, for the independent t-test of science-related attitudes, a statistically significant difference between the experimental group and the comparative group was found. Second, 9 students (9.78%) were more than 1SD above the average of the difference between the results of pre and post. Seven of them were experimental group students and two were comparative group students. Third, there was a statistically significant difference between the comparison group and the experimental group as a result of the perception test of the similarity of the scientific activity of the elementary school students and the scientific activity of the scientists. Fourth, there was no statistically significant difference between the comparison group and the experimental group as a result of the perception test of the necessity of wearing a lab coat. Based on these findings of this study, implications for science education research and teaching and learning at school are discussed.

An Exploratory Study of VR Technology using Patents and News Articles (특허와 뉴스 기사를 이용한 가상현실 기술에 관한 탐색적 연구)

  • Kim, Sungbum
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.185-199
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    • 2018
  • The purpose of this study is to derive the core technologies of VR using patent analysis and to explore the direction of social and public interest in VR using news analysis. In Study 1, we derived keywords using the frequency of words in patent texts, and we compared by company, year, and technical classification. Netminer, a network analysis program, was used to analyze the IPC codes of patents. In Study 2, we analyzed news articles using T-LAB program. TF-IDF was used as a keyword selection method and chi-square and association index algorithms were used to extract the words most relevant to VR. Through this study, we confirmed that VR is a fusion technology including optics, head mounted display (HMD), data analysis, electric and electronic technology, and found that optical technology is the central technology among the technologies currently being developed. In addition, through news articles, we found that the society and the public are interested in the formation and growth of VR suppliers and markets, and VR should be developed on the basis of user experience.