• Title/Summary/Keyword: Sound User Experience

Search Result 34, Processing Time 0.025 seconds

A Systematic Method of Hinting Interface Design (체계적인 힌팅 인터페이스 설계 방법의 연구)

  • Lee, Eun-A;Yun, Wan-Cheol;Park, Wan-Su
    • Journal of the Ergonomics Society of Korea
    • /
    • v.25 no.2
    • /
    • pp.125-134
    • /
    • 2006
  • Most users learn new, complex systems through trial-and-error experience rather than referring to the manuals in a cognitive process that is called 'exploratory learning'. While exploring a system, people find prototypical rules for using the system based especially on frequent tasks. The rules are formed from consistent task procedures and well-expected interface elements on the designed system. These rules play the role of the basis of users' knowledge for performing tasks. The decision making to select and apply those rules interacting with an interface can be aided by properly provided hints on the interface. With appropriate hints, users can learn new systems easily and use them with reduced usability problems. This paper first reports an observation of user behavior performing tasks with prototypical interaction rules and finds a sound set of criteria to extract prototypical interaction rules systematically. Two types of hints are defined. Extending hints prompt users to apply prototypical interaction rules beyond well-known tasks. Preventive hints guide users out of possible capture errors by drawing attention to the variation of rules. A systematic and practical method is proposed to identify the opportunities for both types in designing interfaces. It is then verified through a usability test that the proposed method is effective in identifying the locations and types of appropriate hints to reduce or mitigate usability problems.

Network-based Digital Crossover for Active Speakers (능동스피커를 위한 네트워크기반 디지털 크로스오버)

  • Kim, Byun-Gon;Kim, Kwan-Woong;Kim, Dae-Ik
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.10 no.2
    • /
    • pp.227-232
    • /
    • 2015
  • Nowadays, there are many innovative products in the pro-audio market thanks to advanced IT technology, DSP is very important technology to process high quality audio signal in SR(Sound Reinforcement) system. Digital audio technology that converged with IT technology can give new user-experience. In this paper, we present a new digital crossover system for active speakers using DSP and network technology. The prototype of crossover module consists of various audio process module such as filters, delay, phase controls and also it provides user to remote monitoring and remote control features by internet connection.

Effects of interactivity and usage mode on user satisfaction, usefulness, and intetion to use in text information presentation in mobile environment (모바일 환경에서의 텍스트 표현 방식의 상호작용성과 사용모드가 사용자의 만족도, 유용성, 사용의도에 미치는 영향)

  • Baek, Hyunji;Lee, Sangwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.223-226
    • /
    • 2017
  • With the development of information technology, users are provided with information they want through mobile device in various situations. When users communicate with information, there is interaction through gesture activities such as tapping and experience in the process. Experience through interaction in mobile affect the user's psychology. This is important because it is related to the behavior of the user in the future. Various types of information presentation methods have been researched in mobile environment. However, there are more research focusing on functional interactivity. The purpose of this study is to investigate the effect of interaction and usage mode on satisfaction, usefulness, and intention to use for sound text presentation that is user-centered. As variables for my study, there are two factors which are interactivity and usage mode. The interactivity type is composed of two ways that are: High and Low depending on modality and message interactivity; and the usage mode is composed of Action mode and Goal mode depending on whether user has a task or not. The experimental design is $2{\times}2$. The same content is provided in (a) only Modality interactivity, and (b) Modality and Message interactivity are provided. Depending on usage mode, (a) Action mode is processed without a specific task, and (b) Goal mode is performed with a specific task to participants. The experimental study demonstrated that there is a difference in satisfaction, usefulness, and intention to use depending on the difference of interaction and usage mode when providing information in mobile environment. The results of this study are summarized as follows: interaction and usage mode have significant influence on mobile user's satisfaction, usefulness, intention to use.

  • PDF

Perception Ability of Synthetic Vowels in Cochlear Implanted Children (모음의 포먼트 변형에 따른 인공와우 이식 아동의 청각적 인지변화)

  • Huh, Myung-Jin
    • MALSORI
    • /
    • no.64
    • /
    • pp.1-14
    • /
    • 2007
  • The purpose of this study was to examine the acoustic perception different by formants change for profoundly hearing impaired children with cochlear implants. The subjects were 10 children after 15 months of experience with the implant and mean of their chronological age was 8.4 years and Standard deviation was 2.9 years. The ability of auditory perception was assessed using acoustic-synthetic vowels. The acoustic-synthetic vowel was combined with F1, F2, and F3 into a vowel and produced 42 synthetic sound, using Speech GUI(Graphic User Interface) program. The data was deal with clustering analysis and on-line analytical processing for perception ability of acoustic synthetic vowel. The results showed that auditory perception scores of acoustic-synthetic vowels for cochlear implanted children were increased in F2 synthetic vowels compaire to those of F1. And it was found that they perceived the differences of vowels in terms of distance rates between F1 and F2 in specific vowel.

  • PDF

Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
    • /
    • v.11 no.4
    • /
    • pp.127-142
    • /
    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.

A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.4
    • /
    • pp.560-568
    • /
    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

Wireless Water Leak Detection System Using Sensor Networks (센서네트워크를 이용한 무선 누수 탐지 시스템)

  • Choi, Soo-Hwan;Eom, Doo-Seop
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.48 no.3
    • /
    • pp.125-131
    • /
    • 2011
  • Water leak detection system is a system based on wireless sensor networks(WSNs) which detect a leak on water supply, localize the leak position and finally inform a water management center. A traditional leak detection method is to use experienced personnel who walk along a pipeline listening to the sound that is generated by the leaks and their effectiveness depend on the experience of the user. Also making more successful detection, it should be processed at middle of the night when people do not use water, as the result users have to operate the leak detection system at midnight. In this paper, we propose a new method for the water leak detection system based on the WSNs and describe it in detail. Leak detection devices which detect a leakage of water transmit and receive the result of water leak detection with each other by configuring WSNs to improve reliability of the detection result. Also, we analyzed the sound from water flowed in pipeline, proposed the pre-signal processing to separate a leakage sound from noisy sound. And lastly, It is especially important to make a time synchronization with water leak detection devices that are installed on the pipeline, we used 1PPS(1 Pulse Per Second) signal generated by GPS, therefore we could get a precise time synchronization. The proposed system set up in Namyangju and performances were evaluated.

음성인식 기반 인터렉티브 미디어아트의 연구 - 소리-시각 인터렉티브 설치미술 "Water Music" 을 중심으로-

  • Lee, Myung-Hak;Jiang, Cheng-Ri;Kim, Bong-Hwa;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.354-359
    • /
    • 2008
  • This Audio-Visual Interactive Installation is composed of a video projection of a video Projection and digital Interface technology combining with the viewer's voice recognition. The Viewer can interact with the computer generated moving images growing on the screen by blowing his/her breathing or making sound. This symbiotic audio and visual installation environment allows the viewers to experience an illusionistic spacephysically as well as psychologically. The main programming technologies used to generate moving water waves which can interact with the viewer in this installation are visual C++ and DirectX SDK For making water waves, full-3D rendering technology and particle system were used.

  • PDF

The User Perception in ASMR Marketing Content through Social Media Text-Mining: ASMR Product Review Content vs ASMR How-to Content (텍스트 마이닝을 활용한 ASMR 콘텐츠 분야에 따른 소비자 인식 및 구전효과 차이점 분석: ASMR 제품리뷰 및 ASMR How-to 콘텐츠 중심으로)

  • Tran, Hung Chuong;Choi, Jae Won
    • The Journal of Information Systems
    • /
    • v.30 no.4
    • /
    • pp.1-20
    • /
    • 2021
  • Purpose Nowadays, Autonomous Sensory Meridian Response (ASMR) is rapidly growing in popularity and increasingly appearing in marketing. Not even in TV commercial advertisement, ASMR also fast growing in one-person media communication, many brands and social media influencers used ASMR for their marketing contents. The purpose of this study is to measure consumers' perceptions about the products in ASMR marketing content and compare the differences in communication effect of ASMR content creator between product review and how-to in the same Macro tier influencer - the YouTuber that has 10,000-100,000 subscribers. Design/methodology/approach The research methods selected ASMRtist that do product review content and how-to content, Text comments data was collected from 200 videos of tech-device review videos and beauty-fashion videos. A total of 52,833 text comments were analyzed by applying the LDA topic modeling algorithm and social network analysis. Findings Through the result, we can know that ASMR is good at taking attention of viewers with ASMR triggers. In the Tech device reviews field, ASMR viewers also focus on the product like product's performance and purchase. However, there are many topics related to reaction of ASMR sound, trigger, relaxation. In the Beauty-fashion field, viewers' topics mainly focus on the reaction of the ASMR trigger, response to ASMRtist and other topics are talking about makeup - fashion, product, purchase. From LDA result, many ASMR viewers comment that they feel more comfortable when watching the marketing content that uses ASMR. This result has shown that ASMR marketing contents have a good performance in terms of user watching experience, so applying ASMR can take more consumer intention. And the result of social network analysis showed that product review ASMRtist have a higher communication effectiveness than how-to ASMRtist in the same tier. As an influencer marketing strategy, this study provides information to establish an efficient advertising strategy by using influencers that create ASMR content.

Effectiveness of the Multimedia Contentware (멀티미디어 콘텐트웨어의 효과연구-교감적 의미전달을 위한 정보설계를 중심으로-)

  • 안상혁
    • Archives of design research
    • /
    • v.11 no.3
    • /
    • pp.165-174
    • /
    • 1998
  • A development of the Digital Media through media convergency is creating various contents business. Basically, contentware can be explained as something watching, listening or enjoying. It has been developing to tie a moving image with a sound and a game; something that was in the entertainment business in the past. The good way to get an insight on effectiveness of the multimedia contentware would be though the understanding of the change of communication style in digital medium. Thus, this paper covers the effectiveness problems in the semantic level rather than the accuracy and efficiency in the syntactic level in the digital media mediated communication. As the trends of the media cornsumption is moving toward more an interesting way, it is essential to build up commoness in terms of sympathy between a contentware and user. So this paper introduces the concept of commom fields of experience through the fundamentals of the phatic communication as a way to architect the multimedia content effectively.

  • PDF