• Title/Summary/Keyword: User Cognition

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A Case Study on the Exterior Space Improving in University Campus through the Analysis of User's Cognition - Focused on Campuses in Busan City - (사용자인식 분석을 통한 캠퍼스 외부공간 개선방향 설정에 관한 사례연구 - 부산시 소재 대학을 중심으로 -)

  • Hong, Sung-Min
    • Journal of the Korean Institute of Educational Facilities
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    • v.21 no.1
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    • pp.33-42
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    • 2014
  • The purpose of this study is to suggest a basis for exterior space improving in university campus in terms of upgrading the quality of university education environment by analysing user's cognition and physical feature about campus exterior space. For this, this study was survey six major university students in Busan city about perception of campus exterior space, and analyzes the user's cognition by using natural-language vocabulary analysis for qualitative approach. Next, this study analyzes the physical feature of campus exterior space by investigating user's intensive using spaces and preferred, non-preferred spaces in their universities, then propose the improved direction of campus exterior space by comparing the analyzed data of user's cognition and physical feature. A SPSS20 program is used for the data analysis and the sample sizes are 171 college students.

Study on the present condition of cognition of metaphor icon and the plan to improve it is cognition (메타포어 아이콘(Metaphor Icon)의 인지현황과 인지향상 방안에 관한 연구 - 웹 사이트(Web Site)에서 행해지는 아이콘 인지를 중심으로 -)

  • 전성복;정수연
    • Archives of design research
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    • v.16 no.2
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    • pp.77-86
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    • 2003
  • In web environment, we accept most of useful information visually. Icon is a channel through which we explore information, and we need icon design to deliver information clearly and quickly to users who accept information visually. Studies on icon have been carried out vigorously according to system environment, styles and characteristics of users. This study is on the metaphor icon, and judging from the characteristics of metaphor icon, it is by the phenomena of user's association of ideas. Divide metaphor and simile and analyzed metaphor icon that is searched in World Wide Web to distinguish similarity in metaphor icon special qualify, And I clarified the present condition of cognition by questionnaires asking people if they recognize the function. I also clarified if elements of icon design influence the level of user's cognition by visually comparing icons. The result of comparative analysis showed that different elements make different level of user's cognition, and to objectify it more, I made up questionnaires about elements of icon design and proved it again. To summarize the result of this study, the similarity between function and elements of design increases the level of recognition of metaphor icon proportionally. To improve user's cognition, I suggest designing with elements which materialize functions.

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Cognition on Quality and Cost of Small Drinking Water Plants in Gyungbuk Region (경북지역 소규모수도시설 이용자의 수질.비용에 대한 인식)

  • Kang, Mee-A;Yang, Myeong-Seok
    • Journal of Korean Society of Water and Wastewater
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    • v.24 no.6
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    • pp.675-682
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    • 2010
  • Groundwater is an essential drinking water source in Gyungbuk, South Korea. The primary source of nitrate in groundwater is from nitrogen fertilizers. Efficient management of a small drinking water plant requires a good understanding of its status such as the objective and the cognition of users. The objective of this study is to understand user situation and produce useful user-friendly policy based on user cognition. Most people who participated in this study, should take their groundwater from a good quality source. Even though they would like to have a good facility for getting safe water, they were reluctant to do it due to the cost used. It means that people who drink groundwater have no idea that health safety is affected by groundwater quality. The volume used depended upon personal activities such as agriculture and stockbreeding. We can easily find groundwater with nitrate that exceeds drinking water standards. Therefore, we have to carry out groundwater management with two categories ; 1) drinking water only and 2) others according to objectives in small drinking water systems.

Developing a User Property Metadata to Support Cognitive and Emotional Product Design (인지·감성적 제품설계 지원을 위한 사용자 특성정보 메타데이터 구축)

  • Oh, Kyuhyup;Park, Kwang Il;Kim, Hee-Chan;Kim, Woo Ju;Lee, Soo-Hong;Ji, Young Gu;Jung, Jae-Yoon
    • The Journal of Society for e-Business Studies
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    • v.21 no.4
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    • pp.69-80
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    • 2016
  • Cognitive and emotional product design is becoming crucial because the technology gap decreases more and more. Product design guidelines and the corresponding database are therefore needed to support sensing (e.g. sight, hearing, touch), cognition (e.g. attention, memory) and emotion (e.g. aesthetics, functionality) which users feel differently according to their genders and ages. The user property information which is extracted from various experiments can be used as critical criteria in product design and evaluation, and it is necessary to develop the integrated database of cognition and emotion where to store the user property information. In this research, we design the user property metadata for supporting cognitive and emotional product design and then develop a prototype system. The metadata is designed to reflect the classification of cognition and emotion by investigating and classifying the previous studies related to sensing, cognition and emotion. The user property information is designed in RDF (Resource Description Framework), and a prototype system is developed to store user property information of cognition and emotion based on the designed metadata.

A Study of Spacial Cognition in School Buildings - Focused on the Relationship between School Building and House - (학교시설(學校施設)의 공간인지(空間認知)에 관한 연구(硏究) - 주거환경(住居環境)이 학교시설(學校施設)의 인지(認知)에 미치는 영향(影響)을 중심(中心)으로 -)

  • Kim, Seung-Je;Kim, Keung-Rock
    • Journal of the Korean Institute of Educational Facilities
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    • v.7 no.2
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    • pp.37-45
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    • 2000
  • It has been practiced that past school buildings were planned focused spacial composition of functional and aesthetic. Therefore there is little consideration of psychological consciousness for the very user-students and teachers. To be premised that residential environment has an effect on cognizing of school buildings, The purpose of this study is like that. 1. How to recognize space for Children. 2. What kinds of type on Spacial Cognition. 3. To break any agreement of Relationship Structure for Spacial Cognition between School buildings and Residential Environment, and Mechanism of its essential element of composition.

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A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game (모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.183-206
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    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.

A Survey on Cognition Levels of Consumers and Producers for Product Liability (제조물책임에 대한 소비자와 생산자의 인식수준에 관한 연구)

  • Kim Jin Tae;Jeon Young Rok
    • Journal of the Korea Safety Management & Science
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    • v.7 no.3
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    • pp.109-120
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    • 2005
  • A company is liable for its products and has the responsibility to make good on any loss or damage incurred by the user of its product. The purpose of the Product Liability Act(PLA) is to protect consumers against damage caused by defective products, and contribute to the safety of the citizen's life and the sound development of the national economy by regulating the liability of manufacturers, etc. for damages caused by the defectiveness of their products. In this study, the cognition levels of consumers and producers for PLA were surveyed. The cognition levels of four factors of acknowledgement, comprehension, necessity and impact for PLA were assessed. The results were as follows : i) Acknowledgement and comprehension levels of consumer were assessed low but they assessed necessity and impact of PLA high; ii) Producers assessed necessity and impact of PLA higher than their acknowledgement and comprehension levels; iii) Overall cognition levels of producers were higher than those of consumers.

Walking Intention Detection using Fusion of FSR and Tilt Sensor Signals (저항 센서와 기울기 센서의 융합에 의한 보행 의도 감지)

  • Jang, Eun-Hye;Chun, Byung-Tae;Lee, Jae-Yeon;Chi, Su-Young;Kang, Sang-Seung;Cho, Young-Jo
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.441-448
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    • 2010
  • In the aging society, the walking assist robot is a necessary device for being able to help the older and the lower limb disabled people to walk. In order to produce a convenient robot for the older and the lower limb disabled, it is needed for the research to detect the implicit walking intention and to control robot by a user's intention. This study is a previous study to develop the detection model of the walking intention and analyze the user's walking intention while a person is walking with Lofstrand crutches, by the combination of FSR and tilt signals. The FSR sensors attached user's the palm and the soles of foot are sensing force/pressure signals from these areas and are used for detecting the walking intention and states. The tilt sensor acquires roll and pitch signal from area of vertebrae lumbales and reflects the pose of the upper limb. We can recognize the user's walking intention such as 'start walking', 'start of right or left foot forward', and 'stop walking' by the combination of FSR and tilt signals can recognize.

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A study on the effectiveness of video advertisements Generated by social media users: Centered on Information and Entertainment Video Comparison (소셜 미디어 사용자가 제작한 광고 효과: 정보형과 오락형 동영상 비교를 중심으로)

  • Zhang, Ning;Zou, Chang-Yun;KIM, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.4
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    • pp.628-639
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    • 2022
  • Starting from the content types of video advertisements produced by social media users, this paper conducts a comparative study on the information and entertainment video advertising effects of the same product, to help video producers achieve better advertising effects when facing different products. Experimental results show that. In Garment, the information is higher than that of entertainment in terms of advertising cognition. In terms of advertising attitude and purchase intention, the entertainment is higher than that of information; in food, the entertainment is higher than that of information in terms of advertising cognition, advertising attitude, and purchase intention; in household items, the entertainment is higher than that of information; in terms of advertising cognition and purchase intention, the information is higher than that of entertainment; in terms of advertising attitude, the entertainment is higher than that of information; in cosmetics, the information is higher than that of entertainment in terms of advertising cognition; in terms of advertising attitude and purchase intention, the entertainment is higher than that of the information; in digital accessories, the information is higher than that of the entertainment in terms of advertising cognition, advertising attitude and purchase intention.