• Title/Summary/Keyword: User Cognition

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Research on The Influencing Factors of User Satisfaction Based on Basic Characteristics of Public Art-A Case Study of Airport Public Art (공공예술의 기본 특성에 따른 이용자 만족도 영향요인 연구-공항 공공예술을 중심으로)

  • Zhang, Yun;Zou, ChangYun;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1167-1174
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    • 2022
  • With the sustainable development and transformation of the city, public art as a business card of the famous city of culture has become a hot topic of research. The intervention of public art in public space not only brings users a sense of space experience, but also becomes a unique carrier of urban and rural image making. Although there is much research on the classification, aesthetics and function of public art, there is few quantitative research on user satisfaction. This paper takes the basic features of airport public art as a research object and the basic features of airport public art as the theoretical basis to study the impact of the basic characteristics of airport public art on user satisfaction. Research methods were based on questionnaire data of 247 people, in which models and hypotheses were tested using SPSS 21.0 software, based on the induction and extraction of nine influential factors in the basic characteristics of public art. The study found that public interpretation, media patterns, color perception, modeling form, place perception, city image and memory have significant positive effects on user satisfaction. The sharedness of public art, cognition and communication in public culture and spatial relations do not affect satisfaction. Conclusion, inspiration and prospect provide suggestions for designers and reference data and theoretical support for public art evaluation.

A Balanced Cognition-Affect Model of Information Systems Continuance for Mobile Internet Service (모바일 인터넷 서비스를 위한 정보시스템 지속성에 대한 이성과 감성의 조화 모델)

  • Kim, Ki-Eun;Kim, Hee-Woong
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.461-480
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    • 2008
  • There are innumerable studies on technology adoption and usage continuance; most examine cognitive factors while affective factors or the feelings of users are left relatively unexplored. Although attitude and user satisfaction are factors commonly considered in Information Systems(IS) research, they represent only some aspects of feelings. In contrast, researchers in diverse fields have begun to note the importance of feelings in understanding and predicting human behavior. Feelings are anticipated to be essential particularly in the context of modern applications, such as mobile internet(M-internet) services, where users are not simply technology users but also service consumers. Drawing on the support of consumer research, social psychology and computer science, this study proposes a balanced cognition-affect model of IS continuance. Prior works in relation to IS research have already considered the emotional factors. The common factors are enjoyment, anxiety, affect and satisfaction. The main difference in our study is that the factors that we used are the primary dimensions of affect according to Circumplex Model of Affect. The horizontal axis of the model represents the pleasure dimension and the vertical represents the arousal dimension. Other emotional factors such as enjoyment and anxiety can be viewed as a combination of these two dimensions, and they can be placed in the vector space formed by these two primary dimensions. Affect has been defined as the enjoyment a person derives from using computers. Satisfaction has different conceptualizations. It has been conceptualized as judgment based on the expectation disconfirmation theory. Thus, while prior works considered the direct and indirect effects of "feeling-related constructs"(enjoyment and anxiety) on usage behavior, our study proposes effects of "feeling-based constructs"(pleasure and arousal). The balanced cognition-affect model is tested in a survey of, M-internet service users. The results establish the validity of the model.

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A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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< Modeling Study for Developing Motivational and Cognitive Adaptive Agent >

  • Lee, Woo-Gul;Lee, Myung-Jin;Lim, Ka-Ram;Han, Cheon-Woo;So, Yeon-Hee;Hwang, Su-Young;Ryu, Ki-Gon;Yun, Sung-Hyun;Choi, Dong-Seong;Kim, Sung-Il
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.918-925
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    • 2006
  • Recent development of teachable agent provides learners with active roles as knowledge constructors and focuses on the individualization. The aim of this adaptive agent is not only to maximize the learner's cognitive functions but also to enhance the interests and motivation to learn. In order to establish the relationships among user characteristics and response patterns and to extract the algorithm among variables, we measured the individual characteristics and analyzed logs of the teachable agent named KORI (KORea university Intelligent agent) through the student modeling. A correlation analysis was conducted to identify the relationships among individual characteristics, user responses, and learning outcomes. Among hundreds of possible relationships between numerous variables in three dimensions, nine key user responses were extracted, which were highly correlated with either individual characteristics and learning outcomes. The results suggest that certain type of learner responses or the combination of the responses would be useful indices to predict the learners' individual characteristics and ongoing learning outcome. This study proposed a new type of dynamic assessment for individual differences and ongoing cognitive/motivational learning outcomes through the computation of responses without measuring them directly. The construction of individualized student model based on the ongoing response pattern of the user that are highly correlated with the individual differences and learning outcome may be the useful methodology to understand the learner's dynamic change during learning.

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The interaction between emotion recognition through facial expression based on cognitive user-centered television (이용자 중심의 얼굴 표정을 통한 감정 인식 TV의 상호관계 연구 -인간의 표정을 통한 감정 인식기반의 TV과 인간의 상호 작용 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Journal of the HCI Society of Korea
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    • v.9 no.1
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    • pp.23-28
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    • 2014
  • In this study we focus on the effect of the interaction between humans and reactive television when emotion recognition through facial expression mechanism is used. Most of today's user interfaces in electronic products are passive and are not properly fitted into users' needs. In terms of the user centered device, we propose that the emotion based reactive television is the most effective in interaction compared to other passive input products. We have developed and researched next generation cognitive TV models in user centered. In this paper we present a result of the experiment that had been taken with Fraunhofer IIS $SHORE^{TM}$ demo software version to measure emotion recognition. This new approach was based on the real time cognitive TV models and through this approach we studied the relationship between humans and cognitive TV. This study follows following steps: 1) Cognitive TV systems can be on automatic ON/OFF mode responding to motions of people 2) Cognitive TV can directly select channels as face changes (ex, Neutral Mode and Happy Mode, Sad Mode, Angry Mode) 3) Cognitive TV can detect emotion recognition from facial expression of people within the fixed time and then if Happy mode is detected the programs of TV would be shifted into funny or interesting shows and if Angry mode is detected it would be changed to moving or touching shows. In addition, we focus on improving the emotion recognition through facial expression. Furthermore, the improvement of cognition TV based on personal characteristics is needed for the different personality of users in human to computer interaction. In this manner, the study on how people feel and how cognitive TV responds accordingly, plus the effects of media as cognitive mechanism will be thoroughly discussed.

User Benefit Characteristics of Universal Design Guidelines for Homes in Ireland (아일랜드 '주택을 위한 유니버설디자인 가이드라인'의 사용자 혜택 특성 연구)

  • Lee, Yeunsook;Ahn, Somi;Hyun, Jiwon;Park, Jaehyun
    • Korean Institute of Interior Design Journal
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    • v.26 no.2
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    • pp.72-82
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    • 2017
  • Current world population is rapidly ageing and the disabled population is expected to age seriously as well. The concern about the elderly and the disabled is increased largely not just the field of social welfare and service but the housing planning where the physical environment of everyday life is. Recently in Ireland, 'Universal Design Guideline for Homes' is established and proposed in public. It is considered as initial and special national policy for the socially venerable. The purpose of this research is to analyze the User Benefit Characteristics(UBC) of 'Universal Design Guideline for Homes in Ireland' and clearly organize the characteristics for comprehensive communication. The research subjects are 444 guidelines of 'Universal Design Guideline for Homes in Ireland.' The research is conducted by contents analysis technique, and each guideline is analyzed by the 4 main concepts of UBC- 'Behavioral Facilitation(BF)', 'Physiological Maintenance(PhM)', 'Perceptual Maintenance(PM)', 'Social Facilitation(SF).' As results, the User Benefit Characteristic of 'Universal Design Guideline for Homes in Ireland' is ordered by PhM>PM>BF>SF. The design guidelines are supposed to support ageing in place and sustainable living in the existing houses even though people are ageing or being disabled. 'Universal Design Guideline for Homes in Ireland' supports safe behavior and comfort cognition especially in indoor and surrounding outdoor environment. This research is significant for sharing the knowledge and comprehension of decreasing environmental stress of the elderly in specific, and could be utilized for developing new elderly housing in future.

A Study on the Inter-constructive Design Dictionary through the Internet. (인터넷을 통한 상호구축적 디자인 용어사전의 연구)

  • 김태균
    • Archives of design research
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    • v.14 no.4
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    • pp.25-33
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    • 2001
  • With the increasing access to the internet, the number of designers who rely on internet to use information on design is on the rise. Therefore common dictionary of design terminology need to be formed and shared among designers. To do so, internet is very useful medium. However as relating terminology increases rapidly through interactivity among designers, it will be far from taking full advantage of features of internet to set up and provide such information unilaterally on internet. This indicates that providing data on the internet, not via traditional books, requires in-depth study on process of establishment of database structure and appropriate interface design. Thus this study will show design terms database model that harnesses internet feature that enables establishment of information spontaneously through user's interactivity, departing from a model that conveys information unilaterally. This report summarized and analyzed various models and suggested classification system in accordance with user's learning cognition. Problems on existing dictionary of design terminology were identified and new methods addressing such problems were exploited. In a word, this report is intended to propose user oriented inter-constructive database model that highlights high level of openness and interactivity by enabling changes of text in the cyber space and encouraging user to participate in making design dictionary.

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A Study on the User-driven Urban Park Development Plan Awareness Survey - Focusing on Lawns·Grass Area - (의식조사를 통한 이용자 중심의 도시공원 조성방안 연구 - 잔디·녹지공간을 중심으로 -)

  • Seo, Jung-Young;Sung, Hyun-Chan
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.12 no.2
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    • pp.61-72
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    • 2009
  • This study aims to analyze the current situation of and issues in the structure of urban neighborhood parks and park facility installation in cities in Gyeonggi-do. Then, based on its findings, plans to improve the space structure of the parks were examined and suggested to raise the city environment improvement function and green area base function of urban parks and fully satisfy users' needs for pleasant rest, recreation and cultural activities. The findings showed that, within parks, the area of grass where access was restricted reached about 24.4% in average. In other words, only 75.6% of total park area could be freely used by park visitors. As for an improvement plan, the grass area where access is limited may be converted into a gras area that can be freely used to raise the park use area, which currently stands only at 75.6%, to 100%. The result of cross analysis through Chi-Square Test regarding lawn use as well as regarding (dis)agreement with reduction of lawn, based on the investigation of cognition, showed a significant agreement of park users with reduction of green areas. Therefore it is considered that lawn space must be reduced according the result of the analysis, to set up plans for facility space that would meet the desires of users. The analysis of user behaviors revealed that many of them used square spaces and walks; therefore it is considered that re-structuring of space is necessary according to local characteristics. This study also made some policy suggestion. urban parks must be a base of city green areas to counter climate changes. When developing a park creation plan, a user demand survey must be conducted in advance. In addition. grass construction methods should be improved to tolerate foot pressure.

ARM: Adaptive Resource Management for Wireless Network Reliability (무선 네트워크의 신뢰성 보장을 위한 적응적 자원 관리 기법)

  • Lee, Kisong;Lee, Howon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.10
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    • pp.2382-2388
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    • 2014
  • To provide network reliability in indoor wireless communication systems, we should resolve the problem of unexpected network failure rapidly. In this paper, we propose an adaptive resource management (ARM) scheme to support seamless connectivity to users. In consideration of system throughput and user fairness simultaneously, the ARM scheme adaptively determines the set of healing channels, and performs scheduling and power allocation iteratively based on a constrained non-convex optimization technique. Through intensive simulations, we demonstrate the superior performance results of the proposed ARM scheme in terms of the average cell capacity and user fairness.

A Study on the Expression of Placeness in Space Design using Digital Process (디지털 프로세스를 활용한 공간디자인의 장소성 표현에 관한 연구)

  • 박혜경;안신욱
    • Korean Institute of Interior Design Journal
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    • no.40
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    • pp.149-157
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    • 2003
  • The placeness has been lost in space design since Modernism, especially Internationalism. Digital space design of today is one of the means to complement that. The purpose of this study is to grasp a trend in the expression of placeness, being appeared in digital space design process through case analysis. As the result of this study, the placeness in digital design process expressed by parametric elements had each effective internal algorithms. Especially, space design using digital process were expressed placeness by physical context such as topography, conditions of location, landscape, axis of road, traffic elements and climate. And social context were expressed by user experience through his cognition.