• Title/Summary/Keyword: Emotion and Sensibility Evaluation

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ANALYTICAL STUDY OF PUBLIC EVALUTION OF STATION

  • Imada, Hirofumi
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.271-276
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    • 2000
  • A railway station forecourt is the first place in a city that may make an impression on first time visitors. Their first impression is influenced by the view of the city from the station. This study had two objectives: one was to clarify the evaluation structure of a station forecourt landscape and the other was to clarify the effect of landscape elements on public preference using multivariate analysis, and to discuss the problems of designing a station forecourt. In order to accomplish these objectives, psychological experiments based on photos of station forecourts were carried out, and the relationship between public preference and landscape elements was analyzed. A significant relationship between public preference and elements of a station forecourt landscape was quantitatively observed and several problems inherent to station forecourt design were identified.

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Evaluation of Postural Control by Off-vertical Axis Rotation (탈수직축 회전자극을 이용한 자세조절기능의 평가)

  • 김규겸;이태호;김주환;고종선;박병림
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.111-114
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    • 1999
  • Off-vertical axis rotator was developed to differentiate each function of the canal and otolith in the vestibular system and evaluate subjective symptoms during postural change. Eye movement induced by various types of rotation was measured in normal subjects. Nystagmus with fast component corresponding to direction of rotation was occurred by sinusoidal earth vertical axis rotation, and the gain of eye movement in vestibuloocular reflex (VOR) was lower than in visual vestibuloocular reflex (VVOR) and higher than in visual fixed vestibuloocular reflex (VFX). Degree of dizziness was proportioned to degree of gain. off-vertical axis rotation was produced severe dizziness than earth vertical axis rotation. These results suggest stimulation of the otolith should be minimized to make a stable and pleasant condition in work and travel.

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Prioritization Analysis for Contents Sensibility Evaluation of the Future Mobility (차세대 이동공간 대상의 콘텐츠 감성 평가를 위한 우선순위 도출)

  • Lee, Jung Min;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.3-16
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    • 2018
  • The emergence of the fourth industrial revolution is rapidly changing the conventional society and the industry, eroding the boundaries among the technology, culture, and finance. In the mobility industry, as the engineering-based industry converges with the information technology, the mobile space is changing from mobility or safety-centric space into space where the passengers can consume infotainment or contents services. The contents evaluation of the future mobility is conducted in terms of usability or technology acceptance aspect, but according to the trend analysis, the mobility industries, such as vehicle OEMs, it is necessary to evaluate the emotional or sensibility factors for the development of their future mobile space design. Herein, this research study evaluates which sensibility factor should be evaluated in priority to develop the contents interaction in the future mobile space. Thus, using Patrick Jordan's Four Pleasure Model, the priority evaluation has been conducted among 116 Korean drivers. As a result of the statistical analysis and AHP (Analytic Hierarchy Process), it has been found that first, it is necessary to evaluate psychological, ideological, social and physical sensibility in the respective order, and second, it is necessary to evaluate based on the contents user type.

A Study on the Mapping of Design Factors and Objectives using Neural Network (Neural Network을 이용한 디자인 요소와 감성어휘의 Mapping에 관한 연구)

  • Kang, Seon-Mo;Paik, Seong-Youl;Pak, Peom
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.11a
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    • pp.189-194
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    • 1998
  • Design factors are very important and deterministic in determining the first impression of products and environment. The final 30 number of channel button were chosen as a design factors at the Audio Unit. Then, we made the 8 types of prototype. with combining the design factors for experiment. Subjects rated the SD(Semantic Differential) evaluation sheets which have the 30 adjectives after watching each prototype. With the evaluated values, we simulated to identify the relation between the design factors and the adjectives using Neural Network. As a results, we could abstract the affective adjectives on each 8 types. Therefore, this research suggested the possibilities that we can infer the optimal design factors and types using Neural Network, if adjectives were given.

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Extracting Method of Kansei Design Rules Based on Rough Set Analysis

  • Nishino, Tatsuo;Nagamachi, Mitsuo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.201-204
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    • 2002
  • Kansei design knowledge acquisition stage is a crucial stage in kansei designing process and kansei engineering (KE) methodology. In kansei engineering methodology, it is essential to extract design knowledge or rules on relationships between customer's kansei and product design element. We attempt to construct a more powerful melted for extracting the design rules from kansei expremental data. We constucted a kansei experiment concerning color kansei evaluation, and analyzed the sane data by both conventional quantification theory type I and rough set theory. Finally, we compared the effectiveness of both methods for extracting rules and examined the extensions of rough set theory in kansei engineering.

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Study of Factors Related to Speed Perception in a Graphic Simulator (시뮬레이터의 속도감에 대한 감성인자 분석)

  • Jeong, Young-Hun;Eom, Sung-Suk;Son, Kwon;Choi, Koung-Hyun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.105-110
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    • 1999
  • This research has been focussed on the evaluation of the driving speed in a graphic environment. Through the investigation of some electronic driving games, two factors related to perceived speed have been extracted. The two factors are distance and density of objects. Experiments have been executed for the two factors. The experiment is needed to acquire a relationship between speed perception and each factor. For experiments involving more than ten subjects, graphical representation of a vehicle and its surrounding environment has been obtained using three-dimensional tools, Pro/ENGINEER and dVISE. Based on the experimental results, relationships are formulated and plotted.

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EXAMINING THE WAY OF PRESENTING RELIABLE INFORMATION ON WEB PAGE

  • Okamoto, Takuma;Yamaoka, Toshiki;Matsunobe, Takuo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.131-135
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    • 2001
  • Recently, Internet is used widely. Many Web sites, however, are not designed based on user's view. So, this research aimed at grasping the user needs and structure of Web site which user used easily. First, to grasp user needs, questionnaires about the motivation, the purpose and the evaluation items of Web page were done. As a result, we found the easiness for the user. Next, we made subjects operated test pages in which the number of classes and the amount of information were changed. We collected the quantitative data of the optimum number of classes, amount of information and retrieval time. As a result, there was a significant difference in each numerical value. The results of this research are available when constructing a web site. so, usability of Web site can be improved by them.

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An Evaluation of Driving Fatigue on Long-term Driving (운전 시간에 따른 피로도의 변화)

  • 김선웅;성홍모;박세진
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.177-180
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    • 2002
  • The type of physiological stress involved in driving is probably complex, and a comprehensive study involving recording of physiological signals such as electrocardiogram(ECG), electromyogram(EMG). Changes in relevant Physiological parameters, such as ECG, EMG, reflected changes in driver status. In order to derive the mental and physical load of driving a motor vehicle from driving behaviour alone it is necessary to establish the relationship between changes in a driver's physiological parameters and behavioral parameters. In this study, we choose two different condition and investigated driver's status using HRV analysis method. Many previous studies have shown that increasing driving time causes a variation of HRV signal.

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Kansei engineering research on deodorizing airflesheners

  • Nagamachi, Mitsuo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.20-23
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    • 2002
  • In Japan, deodorizing airflesheners are very popular to make air flesh by deodorizing odor in rooms, toilet as well as inside a car. There are in different features in deodorizing material of Gel and Liquid, in a shape of bottle from tall to low height, in bottle color and so on. These different features will influence the customer's feeling to the products of deodorizing airfleshener. This paper deals with the psychological evaluation of the features of deodorizing airfleshener on the SD scale with kansei words. The evaluated data were analyzed by Quantification Theory Type I that leads to the relational rules between the product feature and the kansei words. The beautiful and graceful kansei consists of low height, middle width deformed round shape, but easy operational feature is based on tall shape design. These results are helpful to develop a new product of deodorizing airfleshener.

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An Evaluation of Visual Reality in Virtual Environment (가상활경에서의 Visual Reality에 대한 평가)

  • 서형준;김현정;고희동;최윤철
    • Science of Emotion and Sensibility
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    • v.2 no.1
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    • pp.129-135
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    • 1999
  • 본 연구는 3D Visual and Auditory Environment Generator(VAEG)에 의해 표현되는 가상환경에서 시각적 현실감의 정도를 평가하고자 하는데 그 목적이 있다. VAEG는 인간의 감성과 일치하는 제품을 설계할 수 있는 prototyping simulator의 일부이다. 계층적인 가상환경을 구성하는 요소로써 size, length, distance 세가지 요소를 선정하여, estimating size/distance, sketching map, 그리고 searching objects와 같은 다양한 방법을 통해 가상환경과 실제환경에서의 시각적인 현실감 차이를 비교하고자 하였다. 실험은 피험자들이 가상환경을 항해하고, 과제를 수행한 후에 설문에 응답하도록 하는 방식으로 진행되었으며, sketched map과 설문서 간의 상관관계를 통해 가상현실시스템의 현실감을 향상시킬 수 있는 보완요소들을 추출할 수 있도록 설계되었다.

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