• Title/Summary/Keyword: User reaction

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A Study on Driver's Psychological Responses to VMS Traffic Information Using Driving Simulator (가상주행 실험을 통한 VMS 교통정보의 이용자 심리적 반응에 관한 연구)

  • Lim, Joon-Bum;Hong, Ji-Yeon;Lee, Soo-Beom;Jung, Sung-Hwa;Hwang, Jung-Rae
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.9 no.3
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    • pp.20-29
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    • 2010
  • The variable message sign(VMS) is a representative traffic information service medium which has the largest users and is provided and operated by a governmental agency. In this paper, we focused on psychological responses of individuals who use VMS traffic information in the light of the need for VMS to provide user-oriented service. A total of t재 scenarios were plotted to conduct our experiment on a virtual test track. A stress index analysis on VMS location, the first scenario, showed the lowest stress value at the point of 1.5 kilometers before the exit. A stress index analysis on the contents of VMS information (communication, time, and speed), the second scenario, showed the lowest stress value at time information.

Pattern of Pharmacist Consultation among the Health Counseling Services via Internet Portal Sites: A Pilot Study (국내 포털사이트에서의 지식검색서비스를 이용한 약사와의 상담 패턴에 대한 시험적 연구)

  • Kim, Heejin;Park, Jun Ha;Ji, Eunhee
    • Korean Journal of Clinical Pharmacy
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    • v.26 no.4
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    • pp.324-329
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    • 2016
  • Background: With the development of information and communication technology, there is a growing number of people looking for health information on the internet. This pilot study was performed to analyze the pattern of pharmacist consultation on the internet portal site. Methods: Questions and answers posted on the portal site "Naver Jisik-iN" from March 1st to 31th in 2016 were collected. Medications asked were categorized into prescription drugs, nonprescription drugs, sanitary aids, emergency drugs, functional health foods, and others. Medications were subcategorized into 14 according to the anatomical therapeutic chemical classification system. Questions were divided into 10 categories based on Hepler's drug-related problems. Results: Of the 955 cases, females accounted for 59.5% and inquirers from 11 to 40 years old, 89.4%. The number of prescription drugs, nonprescription drugs, sanitary aids, emergency drugs, functional health foods, and others were 428 (44.8%), 328 (34.3%), 31 (3.3%), 2 (0.2%), 122 (12.8%), and 44 (4.6%), respectively. Questions for drugs acting on alimentary tract and metabolism took up 27.4% followed by those on nervous system, 13.6% and anti-infectives for systemic use, 12.2%. Pharmacist consultation regarding drug information, drug interaction, and adverse reaction occupied 47.9%, 15.2%, and 12.3%, respectively. Conclusion: Health counseling through online is predicted to increase steadily, so pharmacists should broaden their boundaries beyond off-line pharmacies to meet social needs.

Rapid Screening of Salmonella spp. Using PBM BioSignTM Salmonella Test and Evaluation of the PBMS Test

  • Lim, J.Y.;Kwon, N.H.;Kim, J.M.;Jung, W.K.;Park, K.T.;Hong, S.K.;Park, Y.H.
    • Asian-Australasian Journal of Animal Sciences
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    • v.17 no.12
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    • pp.1746-1750
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    • 2004
  • The PBM ${BioSign}^{TM}$ Salmonella (PBMS) test kit based on an mmunochromatographic method was evaluated for the screening of Salmonella spp. in pure cultures, and 80, 15, and 10 artificially and naturally contaminated, and negative controlled food samples, respectively. The PBMS test involves presumptive qualitative procedures, detecting the presence of Salmonella spp. in foods within 26 h total testing period and allowing the user to release negative products 70 h earlier than the conventional methods. The PBMS test using Buffered Peptone Water and Rappaport-Vassiliadis broth was evaluated for 10 different food types for various Salmonella spp. It showed detection limits of 1 to 25 colony forming units (CFU)/25 g. No cross-reaction was observed, particularly to other gramnegative bacteria. These results indicate the PBMS test is a rapid and inexpensive procedure for the screening of Salmonella spp. present at low concentrations (1 to 25 CFU/25 g) in foods.

A Study Consumers Preference for Kimchi Refrigerator Design Development (김치냉장고 디자인 개발을 위한 소비자 선호도 분석 연구)

  • Lee Seung-Yong
    • Journal of Science of Art and Design
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    • v.8
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    • pp.185-210
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    • 2005
  • Closely connecting Well-Being culture with our traditional eating culture. we can predict next generation Kimchi refrigerator trend with this research. In the highly developing industrial society, design has been playing the central role in the managerial strategy of a company and has been one of the central agendas in determining the economical competence of a country, and has also been regarded as a means to acquire sustainable superior competence. Thus, these trends suggest that the aesthetic value of product has become more important than its technological function. In this study we reviewed theoretically esthetic factors influencing the preference and the evaluation of a product and made a list of eight esthetic factors based on various referential studies which include simplicity, balance, unity, rhythm, style, novelty, typicality, and proportion. Also on the point of view of design, it is necessary to find out definitely the consumer preference frame the relationship among design preference design image design attribute. Will give you guidelines on which designers can select and design some more objective and reliable design factors, finding out the relation of cause and effect by which they can know what kind of product designs their consumers like and how the popular image which that product offer is composed of. We investigated the esthetic factors affecting consumers preferences and the basis for evaluating a product. Aimed at providing materials for developing product design by presenting an ,esthetic guideline product design by presenting an esthetic guideline and to put these materials to practical use. Investigated other considered elements classified by manufactures and importance of esthetic factors and its influence on consumer tastes . All of these result, It could not conclude all of the adjective design image and design factors of every consumer, but through consumer reaction framework consumer are response and prefer the products which design image have. and then understand prefered design image are influenced to design factor's and could be apply to new design development.

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Millennial Generation's Mobile News Consumption and the Impact of Social Media (밀레니얼세대의 모바일 뉴스소비와 소셜미디어의 영향)

  • Seol, Jinah
    • Journal of Internet Computing and Services
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    • v.19 no.4
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    • pp.123-133
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    • 2018
  • This paper examined how the millennial generation consumes mobile news through social networking sites with regards to user patterns, preference topics and news values, and whether news topics and news values may influence their overall mobile SNS news consumption and interactivity. The findings show that more than 2/3 of respondents consumed mobile SNS news at least once everyday for 30minutes to one-hour. Male millennials tended to use Facebook and Kakao-talk more than female. While the portal site was the most accessed channel for consuming mobile news, SNS was the second, more than the combined use of national daily papers, TV, and internet newspapers. The respondents' demographic characteristics and news topics also affect the form and degree of news interactivity. With regards to their preferences and prioritization of news values, millennials tend to perceive 'impact' and 'usefulness' as being most important, despite the differences of their demographic characteristics. They also preferred those news values most. There were significant differences in terms of preferred news topics according to the demographics' characteristics.

Development of a Safe Manipulator for Positioning a Kiosk Panel (키오스크 패널의 위치 조절을 위한 안전 머니퓰레이터 개발)

  • Kim, Tae-Keun;Kim, Byeong-Sang;Song, Jae-Bok;Kim, Hyo-Joong;Park, Chang-Woo;Kwon, Yong-Kwan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.36 no.1
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    • pp.73-79
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    • 2012
  • Kiosks are widely used in drive-thru systems in parking lots or on the highway to provide various services to drivers. However, the driver must stop at an exact location to access the kiosk, since its panel is fixed. In order to improve the kiosk accessibility, in this study we developed a manipulator that can adjust the position of the kiosk panel. The number of active joints was minimized to lower the cost, whereas a parallelogram mechanism and passive joints were adopted to increase its convenience for the users. Furthermore, a safety mechanism using springs and a cam was designed to ensure the safety of the user in the case of an emergency. The performance of the position controller and the safety mechanism were verified through various tests. In addition, the proposed collision reaction strategy improved the safety performance of the kiosk system.

The Change Characteristic of the Stimulation and Satisfaction of the Brain Wave Reaction to the Visual Stimulation in the Space - Focus on the Influence of the Halogen and Wall - (시각적 공간자극에 나타난 뇌파반응의 자극 정도와 만족도 변화특성 - 할로겐 조명과 벽의 영향을 중심으로 -)

  • Seo, Ji-Eun
    • Korean Institute of Interior Design Journal
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    • v.24 no.5
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    • pp.99-107
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    • 2015
  • The purpose of this study is to analyze the change of visual stimulus of users to the space through the experiment of EEG and the satisfaction of users depends on the lighting. To do that, the results measured with EEG experiment focusing on Beta ${\beta}$ were compared to each other to figure out difference in the changes of the activation of human brain on lighting's situation as the lighting off and on in the same space. The difference in the results was verified according to the characteristic of users which classified with 4 types of the spatial sensitivities. The results of this study are as following. Firstly, the spacial sensitivity of user is to communicate well with the different senses with stimulus through interaction among the elements. At this time, the brain plays a major role in build the spacial sensitivity of users as the place to make form. Secondly, there are the differences in the activation of brain depends on lighting situation even in the same space. The stimulus into the brain became generally stronger in images with lighting on than off. Especially, the response in the occipital lobe which connected with the visual center turn out strongly in the image of 'modern natural'. Because the visual stimulus interact well with the bright color, the reflectional texture and the rough texture painted the dark color. Thirdly, the satisfaction of users changed with lighting in the space. But we could know that the satisfaction of users isn't be related to the visual stimulus through the results of this study. Finally, there isn't the difference in the activation degree of brain according to the characteristic which are preference of users into 4 types of the spatial sensitivity through the results came from ANCOVA(analysis of covariance) with SPSS Program 22.

A Design on Informal Big Data Topic Extraction System Based on Spark Framework (Spark 프레임워크 기반 비정형 빅데이터 토픽 추출 시스템 설계)

  • Park, Kiejin
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.11
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    • pp.521-526
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    • 2016
  • As on-line informal text data have massive in its volume and have unstructured characteristics in nature, there are limitations in applying traditional relational data model technologies for data storage and data analysis jobs. Moreover, using dynamically generating massive social data, social user's real-time reaction analysis tasks is hard to accomplish. In the paper, to capture easily the semantics of massive and informal on-line documents with unsupervised learning mechanism, we design and implement automatic topic extraction systems according to the mass of the words that consists a document. The input data set to the proposed system are generated first, using N-gram algorithm to build multiple words to capture the meaning of the sentences precisely, and Hadoop and Spark (In-memory distributed computing framework) are adopted to run topic model. In the experiment phases, TB level input data are processed for data preprocessing and proposed topic extraction steps are applied. We conclude that the proposed system shows good performance in extracting meaningful topics in time as the intermediate results come from main memories directly instead of an HDD reading.

Affordance Elements According to the Usability of the Interface of Immersive Virtual Reality Clinical Skill Content (몰입형 가상현실 의료 술기 콘텐츠의 인터페이스 사용성에 따른 어포던스 하위 평가 요소에 관한 연구)

  • Hwang, Hyo-Hyon;Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.307-318
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    • 2022
  • Virtual reality is actively used in the medical field as a learning effectiveness that induces immersion, but research on the factors that induce learning immersion is insufficient. Therefore, this study extracted the usability and cognitive affordance evaluation elements of the interface through literature research and selected four types of virtual reality medical contents to conduct a Useability-Test for experts. Based on this, an interface design method according to virtual reality medical technology content was proposed. In summary, it can be seen that the information-providing interface affects immersion due to visibility, distance from the experience's gaze, color harmony, uniform visualization, feedback, reaction speed, and expected changes resulting from manipulation, and does not impair immersion. This study has limitations in generalization using limited content, so it is expected that continuous research will discuss the development of standardized guides in interface design and the precision of interface design research from a user perspective.

Interaction Design of Take-Over Request for Semi-Autonomous Driving Vehicle : Comparative Experiment between HDD and HUD (반자율주행 차량의 제어권 전환 요청(TOR) 인터랙션 디자인 연구 : HDD와 HUD 비교 실험을 중심으로)

  • Kim, Taek-Soo;Choi, Song-A;Choi, Junho
    • Design Convergence Study
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    • v.17 no.4
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    • pp.17-29
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    • 2018
  • In the semi-autonomous vehicle, before reaching a fully autonomous driving stage, it is imperative for the system to issue a take-over request(TOR) that asks a driver to operate manually in a specific situation. The purpose of this study is to compare whether head-up display(HUD) is a better human-vehicle interaction than head-down display(HUD) in the event of TOR. Upon recognition of TOR in the experiment with a driving simulator, participants were prompted to switch over to manual driving after performing a secondart task, that is, playing a game, while in auto-driving mode. The results show that HUD is superior to HDD in 'ease of use' and 'satisfaction' although there is no significant difference in reaction time and subjective workload. Therefore, designing secondary tasks through HUD during autonomous driving situation improves the user experience of the TOR function. The implication of this study lies in the establishing an empirical case for setting up UX design guidelines for autonomous driving context.