• 제목/요약/키워드: User's Perception

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Understanding Sensible Design through John Dewey's Transaction (존 듀이의 트랜스액션을 통한 감성디자인 이해)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.156-163
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    • 2013
  • In the past, the enlargement of perception through media was 'information'. From now on, however, the primary objective of media is to consist not in conveying information but in sharing the values of 'emotion' and 'experience' that are perceived through information. Individual emotional becomes an issue due to the limitations of the ideology of modernism and the pervasiveness of the autonomous perception in the human thinking that started in postmodernism. If we once again talk about a function-focused, sensible approach for the sake of marketing in the current era that has impinged on the limits of mammonism, we must keep in mind that 'emotion,' presently retaken as the originary, human value and the value of new communication, may come to an end any time. Therefore, th current thesis is designed to examine John Dewey's 'transaction' as a method for figuring out the concept of emotion, the perceptional function latent in humans. Dewey's 'transaction,' which is a term that refers to the reciprocal relationships between humans and environment and the accompanying totality of perceptive process, interprets human emotion, user experience and environment as the organic, circular relationships. For such understanding, one must break out of the boundary of the past, dichotomous communication between the subject and the object to expand into the perceptional relations in a wider environment, in order to seek design methods that would help dismantle the borderline that has so far separated the developer from the user, share sensibilities, and express experiences.

Visual Environmental Influence on an User's Psycho-physiological Health at Healthcare Facilities (시간적 환경이 의료시설 이용자의 건강에 미치는 정신생리학적 영향)

  • Kim Nam-Gil
    • Journal of the Korean housing association
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    • v.17 no.1
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    • pp.1-8
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    • 2006
  • The purpose of this study is to understand how visual factors of healthcare facilities would have an effect on psycho-physiological health of inpatients. First, visual factors of a ward, where inpatients mostly spend their time in a hospital, were extracted in order to find out how visual environment would affect inpatient's health. Then experimental samples were made and inpatients' reactions against them were analyzed. This study is composed of two approaches a questionnaire for psychological analysis and an electroencephalogram measurement for physiological analysis. The results of this experiment show that psycho-physiological health of subject's can be remarkably improved according to artificial arrangement of visual environment of a ward. Especially, they also show that insignificant changes of visual environment such as furnishing trees, flowerpots or framed pictures in a ward, where there is no view and completely closed, will be able to exert a range of positive effects on an subject's psycho-physiological health. In conclusion, further studies need to be delivered about indoor designs to positively bring in natural elements to a ward as well as visibility ratio of views and skylines from a ward.

The Effects of Chatbot Anthropomorphism and Self-disclosure on Mobile Fashion Consumers' Intention to Use Chatbot Services

  • Kim, Minji;Park, Jiyeon;Lee, MiYoung
    • Journal of Fashion Business
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    • v.25 no.6
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    • pp.119-130
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    • 2021
  • This study investigated the effects of the chatbot's level of anthropomorphism - closeness to the human form - and its self-disclosure - delivery of emotional exchange with the chatbot through its facial expressions and chatting message on the user's intention to accept the service. A 2 (anthropomorphism: High vs. Low) × 2 (self-disclosure through facial expressions: High vs. Low) × 2 (self-disclosure through conversation: High vs. Low) between-subject factorial design was employed for this study. An online survey was conducted and a total of 234 questionnaires were used in the analysis. The results showed that consumers used chatbot service more when emotions were disclosed through facial expressions, than when it disclosed fewer facial expressions. There was statistically significant interaction effect, indicating the relationship between chatbot's self-disclosure through facial expression and the consumers' intention to use chatbot service differs depending on the extent of anthropomorphism. In the case of "robot chatbots" with low anthropomorphism levels, there was no difference in intention to use chatbot service depending on the level of self-disclosure through facial expression. When the "human-like chatbot" with high anthropomorphism levels discloses itself more through facial expressions, consumer's intention to use the chatbot service increased much more than when the human-like chatbot disclosed fewer facial expressions. The findings suggest that chatbots' self-disclosure plays an important role in the formation of consumer perception.

A Study on the Influence of Service Quality in Commercial Bank of China on Customer Satisfaction and Intent of Use: Focused on the Mediated Effect of Bank Image (중국 상업은행의 서비스품질이 고객만족도와 이용의도에 미치는 영향에 관한 연구: 은행 이미지의 매개효과를 중심으로)

  • Liu, Zi-Yang;Liang, Yaqing
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.401-402
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    • 2019
  • The purpose of this study is to find specific service quality factors of enterprises that can maximize the perception of banks' services to users of commercial banks in China, and to establish empirically how these quality factors affect the bank's image. They also want to verify the impact of the positive image of the bank on the user's satisfaction and the willingness to use the bank's services. For empirical verification of this study, questionnaires will be used to customers who have used the services of each of the four commercial banks in China, and the survey was conducted. The collected data were analyzed using the SPSS using statistical techniques such as Cronbach' ${\alpha}$, Investigative Factor Analysis, Reliability Analysis, Correlation Analysis, Regression and Difference Verification. The results of the verification were summarized below. First, the quality of service of commercial banks has a partial positive effect on the bank's image. Second, the image of a commercial bank has a positive effect on customer satisfaction. Third, the image of a commercial bank has a positive effect on the purpose of use. Fourth, the image of commercial banks has a partial mediated effect between service quality and customer satisfaction. Fifth, the image of a commercial bank has a partial mediated effect between the quality of service and its intended use.

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Comparison of 3D Space Perception for the Stereoscopic AR Holography (스테레오 증강현실 홀로그래피에서의 삼차원 공간감 비교)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.8 no.2
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    • pp.21-27
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    • 2013
  • Recently, the use of floating hologram has increased in many different aspects, such as exhibitions, education, advertisements, and so on. Especially, the floating hologram that makes use of half-mirror is widely used. Nevertheless, half-mirror, unfortunately, cannot lead users to the perfect three dimensional hologram experience. Even though it can make the vision look to be up on the air, it does not have the capacity to display itself up on the air, which is the ultimate goal of hologram. In addition, it looks inconsistent when a real object is located behind the half-mirror in order to show the convergence of the two (object and the half-mirror). In this paper, we did the study on comparison of 3D space perception for the stereoscopic AR holography. At first, we applied stereoscopic technology to the half-mirror hologram system for the accurate and realistic AR environment. Then, the users can feel as if the real 3D object behind half-mirror and the reflected virtual image are converged much better in the 3D space. Furthermore, by using depth camera, the location and direction of graphics can be controlled to change depending on the user's point of view. This is the effective way to produce augmented stereoscopic images simply and accurately through half-mirror film without any additional devices. What we saw from the user test were applying 3D images and user interaction leads the users to have 3D spatial awareness and realism more effectively and accurately.

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Introduction of Digital Media and Consequent New Risk Types -Focus on the Analysis of User Risk Perception and Risk Features of Smart Phones as Convergence Media- (디지털미디어 등장과 새로운 위험유형 -융합매체로서 스마트폰의 위험특성과 이용자 위험인식 분석을 중심으로-)

  • Cho, Hang-Min
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.353-364
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    • 2011
  • The present study began from the criticism that the discussions related to the existing digital media have focused on the technical productivity and effectiveness to focus on the positive perspective. Therefore, this study will concretely confirm the dangers that may be caused by digital media and confirm the overall risk perception for digital media such as the user's opinions for risk evaluations and risk management for such dangers. As a result of making the digital convergence media, the smart phone, as the detail study subject, the 17 risk types including the 'risks of financial dimensions, risks of social-cultural dimensions, risks of individual dimensions and risks of pathological dimensions' were classified. Furthermore, the users appeared to highly evaluate the seriousness and possibilities of risks as a result of analyzing the risk-factor per each risk type(risk magnitude ${\times}$ development possibility). Next, it appeared that the users did not have high degree of reliability for the government in the aspects of countermeasures and prevention of risks and appeared to highly evaluate their expectation and liability for their individual roles. If the seriousness and development possibilities, the evaluations for liability, preventative measures and post-management methods for the risks of smart phones can be thoroughly analyzed and applied, it will be able to expand them as significant political countermeasures that can reduce the risks of other digital media in the future.

Distortion Calibration and FOV Adjustment in Video See-through AR using Mobile Phones (모바일 폰을 사용한 비디오 투과식 증강현실에서의 왜곡 보정과 시야각 조정)

  • Widjojo, Elisabeth Adelia;Hwang, Jae-In
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.43-50
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    • 2016
  • In this paper, we present a distortion correction for wearable Augmented Reality (AR) on mobile phones. Head Mounted Display (HMD) using mobile phones, such as Samsung Gear VR or Google's cardboard, introduces lens distortion of the rendered image to user. Especially, in case of AR the distortion is more complicated due to the duplicated optical systems from mobile phone's camera and HMD's lens. Furthermore, such distortions generate mismatches of the visual cognition or perception of the user. In a natural way, we can assume that transparent wearable displays are the ultimate visual system which generates the least misperception. Therefore, the image from the mobile phone must be corrected to cancel this distortion to make transparent-like AR display with mobile phone based HMD. We developed a transparent-like display in the mobile wearable AR environment focusing on two issues: pincushion distortion and field-of view. We implemented our technique and evaluated their performance.

A simulation study of speech perception enhancement for cochlear implant patients using companding in noisy environment (잡음 환경에서 압신을 이용한 인공 와우 환자의 언어 인지 향상 시뮬레이션 연구)

  • Lee Young-Woo;Ji Yoon-Sang;Lee Jong-Shil;Kim In-Young;Kim Sun-I.;Hong Sung-Hwa;Lee Sang-Min
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.5 s.311
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    • pp.79-87
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    • 2006
  • In this study, we evaluated the performance of a companding strategy as a preprocessing for speech enhancement and noise reduction. The proposed algorithm is based on two tone suppression that is human's hearing characteristics. This algorithm enhances spectral peak of speech signal and reduces background noise, however it has tradeoff characteristics between speech distortion and noise reduction due to limited channel number and nonlinear block. Therefore, we designed two different companding structures that have relative characteristics of noise reduction and speech distortion and found suitable companding structures by difference of individual speech perception ability in noise environment. Thus we proposed speech perception enhancement of cochlear implant user in noise environment with low SNR. The performance of the proposed algorithm was evaluated through 5 normal hearing listeners using noise band simulation. Improvement of speech perception was observed for all subjects and each subject preferred the different type of companding structure.

The Model based Tracking using the Object Tracking method in the Sequence Scene (장면 전환에서의 물체 추적을 통한 모델기반추적 방법 연구)

  • Kim, Se-Hoon;Hwang, Jung-Won;Kim, Ki-Sang;Choi, Hyung-Il
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.775-778
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    • 2008
  • Augmented Reality is a growing area in virtual reality research, The world environment around us provides a wealth of information that is difficult to duplicate in a computer. This evidenced by the worlds used in virtual environments. An augmented reality system generates a composite view for the user. It is a combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with addition information. The registration method represent to the user enhances that person's performance in and perception of the world. It decide the direction and location between real world and 3D graphic objects. The registration method devide two method, Model based tracking and Move-Matching. This paper researched at to generate a commerce correlation using a tracking object method, using at a color distribution and information, in the sequence scene.

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A Study of Data Acquiring Characteristics Through Image Evaluation by Types of Interior Space - Focused on Gender Comparisons - (실내공간의 유형별 이미지 평가를 통한 정보획득특성에 관한 연구 - 성별 비교를 중심으로 -)

  • Choi, Gae-Young;Choi, Joo-Young;Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.143-151
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    • 2011
  • Since it is important to understand data acquiring characteristics through relationship between spatial types and spatial elements and apply it to spatial plans for smooth communication between designer and user of space, the conclusions gained from analysis of data acquiring characteristics of spatial elements through image evaluation by types of interior space can be summarized as in the followings: First, for the amount of acquired data by types of interior space, it shows that the acquired amount of data is to change by types and data acquiring method (phrase and image) even though the spatial elements are same. Second, for the data acquiring process of spatial types by gender, it shows that there is a big difference in acquiring of data according to the evaluation method by phrase and image. Third, for the amount of acquired data of spatial types by gender, it shows that there is a difference between male and female, which is by "classic ${\rightarrow}$ modern ${\rightarrow}$ natural" in case of male and "classic ${\rightarrow}$ natural ${\rightarrow}$ modern" in case of female. regarding both of phrase and image. Fourth, for the evaluation by gender, it shows that there is a deviation in the value of difference according to the elements by which data acquiring characteristics evaluate space. It is considered that this deviation characteristic is in need of reflection in the process of spatial evaluation. This study analyzed data acquiring characteristics of space user's spatial elements through image evaluation by types of space to understand how data acquiring would be changed of spatial elements according to type and gender. Through this study, it expects to make clear that, when a designer is planning a certain space, if the space can be a space for the user by understanding of which elements should be exposed to users by types to acquire more data.