• Title/Summary/Keyword: User's Emotion

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A Study on the Characteristic of the Speculation Space of Architecture find on Tadao Ando (안도 타다오 건축에 나타난 사색 공간의 표현 특성에 관한 연구)

  • Kim, Do-Yi;Kim, Joo-Yun
    • Korean Institute of Interior Design Journal
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    • v.17 no.2
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    • pp.102-110
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    • 2008
  • Construction space of Japan suggests the factor of speculation to human and reveals tradition. The speculation can be embodied in the aspect of space and human's mental aspect is expressed as a main factor of tradition space of Japan. The purpose of this study is to research expression characteristic of speculation space, shown in the architecture of modem architect, Tadao Ando, who succeeds the concept. His works surveyed through research contain the emotion of nature and human, which are traditional factors of Japan. Moreover, it is reinterpreted by modem space, delivers its function of space and physical factor to user and grants value to activity and behavior of user residing in the space. Users recognize movement, create new meaning of space and accept physical barrier in the space. In conclusion, it can be said that the space of speculation is not a simple visual thing but a frame of visual structure, which is invented for embodiment. The factors show the Japanese architecture, real and contemplating one, which is positive in real life and allows experience. Through the conditions above, the researcher can find the meaning from the aspect that modem architecture of Japan is planned on the basis of concept of speculation.

The effects of visual and auditory information as A tool of emotional value assessment (감성 가치 평가를 위한 시각적, 청각적 매체의 효용)

  • Kim Myung-Suk;Lee Eun-Chang
    • Journal of Science of Art and Design
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    • v.1
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    • pp.95-123
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    • 1999
  • The goal of this research is a visual and auditory tool development enabling designers to have the same emotional value with users in the process of user centered design. Through the research, we intend to show the aid measure for making cognitive gaps narrow between users and designer in the process of transforming and understanding the emotional needs as a verbal image. because In the business practice of design, most of tools and techniques for assessment and analysis of emotional needs are those used usually in the marketing fields. So the information generated and transformed from users to designers have a form of physical words. When the designer's understanding of the emotional needs is considered as a product mediated communication process, the morphologic and cognitive information gaps become obvious. This difference could be a false basis in designing with emotional user needs. So the alternative needs assessment sub-tools of visual and auditory information form was embodied mainly for designer's cognitive gaps and inter-cultural emotional needs assessment. As the method of embodiment, Firstly, adjectives related to emotion were classified in their cognitive dimension. Secondly, visual and auditory data were extracted, and then the relativity verified. Finally, the practicality and effectiveness were tested through the database generation. In view of the results so far achieved, 1. We could find being of the big information cognitive gaps in the verbal assessment of emotional needs between designers and users. 2. With the visual and auditory assessment tool, we could make the big cognitive gaps narrower than we expected. 3. Also, we could find the chance that the fidelity, recognition, and friendliness of design for emotional user needs would become better.

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A Study on User-Centered Vehicle Designs - Focusing on the Emotional Values - (자동차에 있어서 USER CENTERED DESIGN에 관한 연구 - 감성 가치를 중심으로 -)

  • 이명기
    • Archives of design research
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    • v.16 no.3
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    • pp.299-308
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    • 2003
  • The existing market patterns and social structures have been changed according to the trends of digital and informational society of the 21st century. The characteristics of the consumption market is that the balance of power moves from enterprises to consumers. As consumers’ demands are diversified according to life quality enhancement, many products are based on main aspects of human experiences, emotions and values. Standardized functions and services of products cannot capture consumers to a great extent any more. A notable aspect is that consumers want products or services that can oner movable experiences. Future products must appeal to emotion, not to reason of consumers. Now consumers purchase styles, experiences and stories contained in products, not products themselves. That is, the key to decision to purchase products is the satisfaction of emotional values. Users'emotions diversified due to the development of industrial designs demand the development of new designs that can represent new trends of users. User-centered values imply the change of people's purchasing trends. This indicates that there is a need to change physical aspects such as price or functions into individual emotions and characters. In addition, studies are required on design concepts to pursue new emotional values, apart from functional type designs. It is time for designers to suggest initiative and rational directions for this changing era.

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A Study on the Extraction of Emotional Words for Media Facade (내용분석 및 자유연상을 통한 미디어 파사드의 감성어휘 추출)

  • Lee, Seung-min;Bang, Kee-chun
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.741-748
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    • 2015
  • The aim of this paper is to select a distinct vocabulary for understanding the media facade of user and to lay the foundation for a media facade emotional scale. Firstly, we assembled a set of emotional words that were sufficient to represent a general overview of korean emotions, collected from various literature studies. Secondly, we found emotional words from collecting user opinion on the Youtube website. Finally the emotional words were collected from phrase by using non-structural survey. The collected words were integrated according to standards and they were organized 39 pieces that can be used in the survey. As a result, we extracted 21 emotional words for measuring user's emotions expressed while watching media facade, such as 'novel', 'cool', 'awesome', 'gorgeous', 'exciting', 'amazing', 'wonderful,', 'showy', 'great,', 'intense', 'good', 'grand', 'colorful', 'unique', 'variety', 'new', 'fun', 'beautiful', 'luxurious,', 'mysterious', 'satisfactory'. And we categorized the 21 words to form 5 elements by using factor analysis such as 'surprise', 'attention', 'variety', 'aesthetics', 'interest'.

Concept of Information Architecture on Digital TV based on User Thought (사고 유형에 기초한 디지털 TV 채널 정보구조의 구상)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.9
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    • pp.77-85
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    • 2010
  • As various convergency products have been actively developed, the study on user interface has been conducted a lot, and for more specific direction, users' experience-oriented user interface from user-oriented studies is recently developed. Such a tendency aiming to focus on product development to express users' emotion, the next step in the user-oriented development had difficulties in an objective approach, so the data based on previous users' experiences were presented as the basic data to establish user interface design process with grounds and design direction, and therefore it is available to show more specific and objective grounds. From this perspective, such psychological variables showing users' experiences like age and job are studied through surveys of users at the development of products, and products according to the variables are released. On the other hand, the products considering psychological difference distinguishing users' experiences as the cultural cap are not progressed yet. Despite the understanding of cultural difference, its decisive grounds are hard to distinguish like age, and job. Therefore, the cognitive concept about how to design menu information structure according to accident types that can be considered regarding user interface design among theoretical backgrounds about cultural difference. As the category according to the range of things among accident types, it is divided into analytical type and relational type to conduct a test on similarity and relations about the representative digital TV's menu information of the convergency product. As the result, analytical type and relational type showed difference and this study aims to use menu information concept considering this difference as explanatory variables of the users' experience-oriented development.

A Design and Evaluation of WBI based on Agent considering Emotional Experience (감성체험을 고려한 에이전트 기반 WBI 설계 및 평가)

  • Lee, Jun-Hee;Kim, Jeong-Tae
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.296-300
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    • 2006
  • It is difficult to let computer express feelings because of the ambiguity and nonlinearity. But it is said that expressing emotions is very important for high quality data processing and improvement of interactivity in WBI. In this paper, I surveyed emotion models from the view point of psychology. Next, I proposed WBI(Web Based Instruction) based on character agent considering emotional experience. By experimental result, the proposed model shows that has more user's preference than other existing WBI.

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An Analysis of Consumer Instantly Impulse Purchasing Propensity in Cyber Market (사이버 마아켓에서의 소비자 충동구매성향 분석)

  • 김영숙
    • Journal of the Korean Home Economics Association
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    • v.38 no.12
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    • pp.111-129
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    • 2000
  • The purpose of this study is to investigate the level of consumer instantly impulse buying in cuber market user. Also this study analyzes causal effect on consumer instantly impulse purchasing by demographic and social, place and promotion, consumer emotion state, and consumer internal and psychological variables. The data had been collected from on-line research method with 1,034, as using cuber market. The major statistical methods used for data analysis are frequency, percentile, mean, factor analysis, multiple regression analysis, Pearson's correlation analysis, and path analysis. The result of causal effect analysis were as follows; First, the variables affecting possession oriented materialism were sex and age. Second, the variables affecting self-control were sex, income, account of credit card, and instantly state of mind. Third, variables directly affecting instantly impulse purchasing were serif employed, banner advertisement, experience of cuber shopping, shopping mall pattern, instantly state of mind, purpose of shopping, happiness and success oriented materialism, and self-control. Also sex, income account of credit card, and instantly state of mind emerge to indirectly effect via self-control. Especially, the variables of success oriented materialism and instantly state of mind influenced on the highest of relative variables in consumer instantly impulse purchasing.

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Associative Interactive play Contents for Infant Imagination

  • Jang, Eun-Jung;Lee, Chankyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.126-132
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

A Study on efficient user emotion extraction based on MCRDR under smart phone environment (스마트폰 환경에서 MCRDR 엔진 기반의 효율적인 사용자 감성 추출에 관한 연구)

  • Heo, Tae Ho;Lee, Sungyoung;Chung, Tae Choong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.484-485
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    • 2013
  • 스마트폰은 현대인에게 없어서는 안 될 필수품이 되었다. 기존의 휴대용 전화처럼 단순 연락 수단이라는 의미를 넘어 컴퓨터가 할 수 있는 거의 모든 기능을 내장하고 있으며, 여러 가지 센서들을 내장하여 그 활용 가능성이 높고, 수많은 종류의 어플리케이션들을 이용하여 추가적인 편의 서비스도 사용할 수 있다. 이렇듯 개개인의 생활과 밀착되어 사용되는 스마트폰은 사용자의 정보를 수집할 수 있는 최적의 기기이다. 스마트폰에서 얻은 사용자 정보, 즉 각종 센서를 이용한 행위 인지 정보, GPS를 이용한 이동 경로 정보, 음성 정보, 텍스트 정보 등을 활용하여 사용자의 감성정보를 추출하고, 이러한 감성정보에 기반하여 각 사용자에게 알맞은 서비스(어플리케이션)를 추천하는 맞춤형 지능서비스 제공기술의 개발이 가능하다. 이러한 기술 개발의 핵심사항은 사용자의 감성을 정확히 추출하는 것이다. 본 논문에서는 MCRDR 이론을 적용하여 보다 정확한 감성 추출 기법을 제안하고자 한다.

Consumer's Aesthetic Response to Direct, Mediating and Interactive Effects of Typicality and Form Aesthetics in Product Design (제품디자인에 있어 전형성과 심미성 요소(균형)의 상호작용과 조절변수에 의한 사용자의 심미적 반응에 관한 연구)

  • Hong Jung-Pyo;Cho Kyoung-Sook;Cho Kwang-Soo
    • Science of Emotion and Sensibility
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    • v.7 no.4
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    • pp.7-17
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    • 2004
  • Recently, design has emerged as a key factor of successful product development. This study reviewed the elements of form with a view point of addressing and defining the elements of aesthetics and how they influence consumer aesthetic response. Though past researches related to form aesthetics reported that form aesthetics exist as a single element with other sub-elements, this research made further investigations into form aesthetics and reported that form aesthetics in product design can be broadly divided into form aesthetics and content aesthetics. Empirical studies on each category was undertaken and from the results obtained, it was concluded that typicality is a dominant element in content aesthetics while balance is a dominant element in form aesthetics. Also, the study investigated the effect of conditional variables such as price and people on each category and it was observed that both content and form aesthetics elements are affected by conditional variables such as price, people. Furthermore, the study reports that both content and form aesthetics elements are mutually correlated and both categories affect user's aesthetics response. It is intended that the results obtained from this work will contribute to theoretical knowledge of aesthetic elements and can be put to use by product design and manufacturing companies.

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