• 제목/요약/키워드: Kansei interface

검색결과 11건 처리시간 0.025초

Emotional Preferences Analysis Using Kansei in Designing The Appearance of User Interface for E-Voting Application

  • Abdurrohman, Abdurrohman;Rahman, Aedah Abd;Hadiana, Ana;Lokman, Anitawati Mohd
    • International Journal of Computer Science & Network Security
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    • 제21권11호
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    • pp.193-198
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    • 2021
  • The application of e-Voting plays an important role in order to support democracy activities in Indonesia, such as elections at different levels. E-Voting has the function of providing better service to people in order to participate in elections. This research attempts to develop the appearance of the user interface of e-Voting based on users' emotional preferences using Kansei Engineering. Kansei Engineering is used in this research to analyze emotional feelings regarding e-Voting applications' presented Kansei words and give a recommendation on the most suitable user interface to be considered in their development. This research observed two main users' emotional feelings ("calm" and "formal") selected from ten Kansei words. The final recommendation is a conceptual element designed for designing e-Voting applications based on the Kansei word "calm".

Emotional Correlation Test from Binary Gender Perspective using Kansei Engineering Approach on IVML Prototype

  • Nur Faraha Mohd, Naim;Mintae, Hwang
    • Journal of information and communication convergence engineering
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    • 제21권1호
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    • pp.68-74
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    • 2023
  • This study examines the response of users' feelings from a gender perspective toward interactive video mobile learning (IVML). An IVML prototype was developed for the Android platform allowing users to install and make use of the app for m-learning purposes. This study aims to measure the level of feelings toward the IVML prototype and examine the differences in gender perspectives, identify the most responsive feelings between male, and female users as prominent feelings and measure the correlation between user-friendly feeling traits as an independent variable in accordance with gender attributes. The feelings response could then be extracted from the user experience, user interface, and human-computer interaction based on gender perspectives using the Kansei engineering approach as the measurement method. The statistical results demonstrated the different emotional reactions from a male and female perspective toward the IVML prototype may or may not have a correlation with the user-friendly trait, perhaps having a similar emotional response from one to another.

소비자 감성과 사용성을 고려한 인간공학적 의자 설계 및 디자인 인터페이스 개발 (Design of Ergonomic Chair Considering Consumer's Emotional Preference and Usability, and Development of Interface for Designers)

  • 김정룡;윤상영;편흥국;조영진;김미숙
    • 대한인간공학회지
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    • 제19권1호
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    • pp.23-36
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    • 2000
  • In conventional ergonomics, consumer product can be made based on anthropometric data and specific design guideline. However, the product may not satisfy consumers because their emotional preference have not been properly considered in design phase. Therefore, in this study a new chair design process was introduced by which both consumer's emotional need and traditional ergonomic requirement can be satisfied. As a part of the process, the traditional Kansei engineering technique was modified to collect quantitative information of consumer's visual appreciation and physical feedback of various types of chairs. Furthermore, we developed an interface, so called, KADAS(Kamsung Analysis and Design Assistance System), for designers to use the technique in chair design. This software can help designers to understand what should be the most suitable shape in designing items such as seat, back and arm rest, etc. to meet the emotional need of consumers. This software displays the result of modified quantification theory I, and explains how to use the statistics. This study suggested a new approach for ergonomic design incorporated with Kansei Engineering technique. This technique can be also applied to other products by extending the database of KADAS.

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Exploring the Attractive Factors of App Icons

  • Ho, Chun-Heng;Hou, Kai-Chun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권6호
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    • pp.2251-2270
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    • 2015
  • More than 1 billion mobile apps (smartphone applications) have been released worldwide. Competition among developers of apps that are available in app stores has intensified because of increasing demand. App icons with an appealing design can instantly increase attention. Miryoku Engineering methods were used and combined with the Kansei interface model to examine the relationship between attractive icons and users. The evaluation grid method (EGM) is a qualitative method that was used to evaluate the icons, and Quantification Theory Type I is a quantitative method that was used to analyze the influence of design elements in icons. Eight attractive factors of app icons were determined using EGM, and six specific factors were identified using questionnaires. The quantitative results indicated that user cognition and emotion were influenced by the various design elements. The impact on the attractive factors of a single design element differed among users with diverse backgrounds. App icons were assessed on the basis of aesthetics to identify attractive factors and thereby assist designers in understanding and implementing design elements and improving the overall visual appeal of their apps. The result of this investigation is crucial to the presentation of app icons in online app stores.

영상자극에 의한 감성적 반응 연구 (Kansei Measure in Movies : A study on Emotional Movements)

  • 김다현;이승희
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2009년도 춘계학술대회
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    • pp.79-82
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    • 2009
  • Movies are not only for projecting graphical contents but also for Kansei evaluation that stimulate human beings' sense and emotion in real time. Also, when one views movies or moving images with stories, including movies and dramas, the audience would often be sympathized through various factors of movies, such as performances of actors/actress, graphics, and music, are moved to tears and feel fear. Especially, emotional movement is different from impression and brought about as a result of responding to joy, which is one of the basic emotions of human beings. Moreover, it is suggested that emotion is the most positive aesthetic measurement toward objects. In this study, focusing on emotional movement that is one of many aesthetic reactions in human beings' watching movies, we developed an interface for measuring of emotional changes. The goal of this study is to apply the output of our quantitative analysis on the results of the measurements to the effective designing and production of movies.

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자동차 시트 표피재의 감성평가 (Comforts Evaluation of Car Seat Clothing)

  • 김주용;이채정;김안나;이창환
    • 감성과학
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    • 제12권1호
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    • pp.77-86
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    • 2009
  • 자동차는 첨단공업 기술이 고도로 집적되어 있는 인간-기계 시스템(man machine system)이다. 자동차에 대한 새로운 감성요구를 실현하기 위해서는 인체와 오랜 시간 접촉해 있는 시트 표피재의 분석이 반드시 필요하다. 본 연구에서는 자동차 시트 표피재의 역학적 특성과 감성을 고려한 고급감을 예측하여 고감성 내장 표피재 개발에 기여하고자 한다. 감성용어는 Softness(유연한), Elasticity(탱글탱글한), Volume(풍성한), Stickiness (끈끈한)를 설정하였으며, 이와 대응하는 표피재의 역학적 특성 치를 측정하였다. 피혁의 특성평가에 의한 결과로 resilience, bending moment, thickness와 friction 값을 얻을 수 있었으며, 이러한 역학적 특성 치를 softness, elasticity, volume, stickiness 값으로 변화하기 위해 fuzzy logic을 사용하였다. 또한 Fuzzy logic의 결과인 Softness, Elasticity, Volume, Stickiness 값으로 피혁의 고급감을 예측하기 위한 신경망 모델(Neural network)을 구성하였다. 즉, 자동차 표피재 중 피혁의 4가지 물리량으로 인간의 감성인 표피재의 고급감을 예측하여 고감성 자동차 시트 표피재의 개발을 위한 예측 모델의 가능성을 평가하였다.

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HUMAN INTERFACE TO MULTIMEDIA DATABASE SYSTEMS

  • Higuchi, Kazugide;Tada, Masahiro;Ogino, Akihiro;Sato, Ayumi;Yano, Emi;Kobayashi, Hayato;Kato, Toshikazu
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2002년도 춘계학술대회 논문집
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    • pp.274-277
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    • 2002
  • To transmit users' intentions that vary with each person, intuitive and hi-directional interactions between users and a computer are necessary. We considered these interactions by dividing them into two spaces, physical space and informational space. Informational space supports human thinking process by arranging and visualizing much information. Physical space reproduces the real world where various restrictions exist to virtual space. From the viewpoint of three aspects - contents model, kansei model and context model - we defined the style of the interaction between user and multimedia database. In this paper, for the purpose of examining the way to realize the interaction based on these models, we developed interior design coordination support system and garden coordination system, and then evaluated them.

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