• Title/Summary/Keyword: sensibility test

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The Influence of Ring-Back-Tone(RBT) on Evaluation of the Phone-call Receiver's Personality II -a comparison study between unknown and known people as the receivers- (통화 연결 음악이 통화 상대자의 개성 판단에 끼치는 영향 II -통화상대자를 알고 있는 경우와 모르는 경우에 대한 비교를 중심으로-)

  • Jeong, Sang-Hoon;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.313-324
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    • 2008
  • The purpose of the study is to investigate the influence of Ring-Back-Tone(RBT) music on the evaluation of the phone-call receiver's personality in dimensions of Openness, Extroversion, and Neuroticism. In a preliminary test, the subjects listened to 17 RBT music stimuli in random order and assessed the personality associated with liking for each music(N=15). Among the 17 RBTs, three were selected to be used in Experiments I and II and they were distinguished from each other in terms of the three personality dimensions(p<0.001). In Experiment I, the subjects were divided into four groups and were asked to make a call to interview an unknown receiver(N=60). Different RBT music was installed depending on the group to which each subject belonged. It was found that different RBT influences the caller's evaluation of the receiver's personality, supporting Hypothesis 1(p<0.001). Moreover, the ratings of the receiver's were highly correlated with those of the RBT music stimuli in terms of Openness(r=0.722, p<0.001) and Extroversion(r=0.753, p<0.001). In Experiment II, an identical experiment design was applied for a new group of subjects who were acquainted with the receiver(N=40). It was hypothesized that previous knowledge about a person would weaken the RBT effect. The results showed that RBT exerted no effect on the evaluation of the receiver's personality when the caller knew the receiver. It was also found that 12 personality traits, where each of the three personality dimensions is described by four traits, facilitated assessment of the character of the RBT music as well as the personality of the receiver.

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Physiological responses and subjective sensation of human body wearing Cool Mapsi in air-conditioning environment (냉방환경에서 쿨맵시 착용에 따른 생리적 반응과 주관적 감각)

  • Kang, Noo-Ri;Na, Young-Joo
    • Science of Emotion and Sensibility
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    • v.13 no.2
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    • pp.359-370
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    • 2010
  • The purpose of this study is to test the performance of the recommended summer dressing for office man through the analysis of skin temperature changes by air-conditioning temperature. We tested two clothing combinations; formal wear with necktie and casual shirts without necktie as for Cool mapsi. 4 male subjects sat to stabilize for thirty minutes after entering artificial-climate chamber with both temperature of $25^{\circ}C$, $27^{\circ}C$ and $50{\pm}10%$ R.H. And during 60 minute experiments of simulating office work, the subjective feelings including thermal, humidity and comfort sensation, skin temperature, clothing humidity and sweat amount were measured at the equal intervals. The result is that formal wear of $25^{\circ}C$ and Cool mapsi of $27^{\circ}C$ show good values such as low skin temperature, low clothing humidity and neutral thermal sensation. And Cool mapsi of $25^{\circ}C$ shows the risk of low rectal temperature for long and static energy level of office work. Formal wear of $27^{\circ}C$ shows high values of mean skin temperature, clothing humidity and thermal sensation. Second experiment was to find the ambient temperature when the subject wearing formal wear shows the skin temperature corresponding to which he shows on Cool mapsi of $27^{\circ}C$. The air-conditioning temperature on wearing formal wear has to be $2^{\circ}C$ lower to produce the corresponding skin temperature to which shows on wearing Cool mapsi of $27^{\circ}C$. Therefore it is possible to increase room temperature to $27^{\circ}C$, when wear Cool mapsi for summer office, for skin temperature and thermal sensation are produced the same.

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A Usability Testing for the Verification of User Mental Model in Using Multifunction Printer (프린터 복합기의 사용자 심성모형 검증을 위한 사용성 평가)

  • Chung, Sung-Jae;Kim, Bong-Gun;Ha, Kwang-Soo;Jung, Hye-Heon;Lim, Bong-Uk
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.1-10
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    • 2010
  • This study is about what process and methodology could make UI designer be able to achieve the interface which considers user's mental model through implementing corporate line-up model, when people design an interface between product of multi-function printer and user. The most important concern of UI designers who are dealing with an interface between product and user is how they can make product system image match user's mental model so that users can utilize products without any confusion and discomfort. If concept model which designers bring up and mental model which users expect and recognize could be of one accord, then users can feel ease of use toward products. The understanding and observation for user behavior and use pattern is prerequisite to develop user-centered interface between product and user. However, UI designers do design interface from their own perspective and assumption in many business areas, and users do not react as designers assumed and intended in many cases or examples. This study is to find inappropriate system images against users' mental model on basic function of multi-function printer, and the relationship of system image and user's mental model is diagramed to build up a hypothesis. The hypothesis from this study is validated through evaluation of domestic and international users. In addition, two suggestions to improve usability problems revealed from user test are proposed. The optimal solution is designed based on the result of user evaluation and consideration of many user environments, and then it is implemented to line-up product. In conclusion, this study considers how UI designers can create system image which is close to user's mental model.

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Stereoscopic Effect of 3D images according to the Quality of the Depth Map and the Change in the Depth of a Subject (깊이맵의 상세도와 주피사체의 깊이 변화에 따른 3D 이미지의 입체효과)

  • Lee, Won-Jae;Choi, Yoo-Joo;Lee, Ju-Hwan
    • Science of Emotion and Sensibility
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    • v.16 no.1
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    • pp.29-42
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    • 2013
  • In this paper, we analyze the effect of the depth perception, volume perception and visual discomfort according to the change of the quality of the depth image and the depth of the major object. For the analysis, a 2D image was converted to eighteen 3D images using depth images generated based on the different depth position of a major object and background, which were represented in three detail levels. The subjective test was carried out using eighteen 3D images so that the degrees of the depth perception, volume perception and visual discomfort recognized by the subjects were investigated according to the change in the depth position of the major object and the quality of depth map. The absolute depth position of a major object and the relative depth difference between background and the major object were adjusted in three levels, respectively. The details of the depth map was also represented in three levels. Experimental results showed that the quality of the depth image differently affected the depth perception, volume perception and visual discomfort according to the absolute and relative depth position of the major object. In the case of the cardboard depth image, it severely damaged the volume perception regardless of the depth position of the major object. Especially, the depth perception was also more severely deteriorated by the cardboard depth image as the major object was located inside the screen than outside the screen. Furthermore, the subjects did not felt the difference of the depth perception, volume perception and visual comport from the 3D images generated by the detail depth map and by the rough depth map. As a result, it was analyzed that the excessively detail depth map was not necessary for enhancement of the stereoscopic perception in the 2D-to-3D conversion.

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Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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Exploring User Perceived Usability Characteristics of Applications on Smart Phones: A Grounded Theory Analysis of User Reviews (사용자 관점에서 본 스마트폰 애플리케이션의 특성에 관한 연구)

  • Lee, Jung-Woo;Im, Hun-Hyouk;Kim, Joo-Hyung;Kang, Sun-Ju;Kim, Min-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.615-627
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    • 2012
  • The market penetration of the smart phones has brought significant changes to the related industries. As the mobile phone market as well as the smart phone application market are growing rapidly, competition among small-size application developers has become severe. However, due to the severe competition and expensive market entry costs, the developers argue that it is necessary to develope the applications from the perspective of the users. However, studies on application development from the users' perspectives are still in the early stages and they have not provided various approaches. Therefore, based on the Open Coding method of Ground Theory, this study collected data on applications review from related communities and blogs of Korean web portal sites, and identified indices which users consider important when they use the applications. In addition, we conduct a comparative analysis between those indices by calculating their frequency of exposure. As a result, a total of 30 sub-categories of indicators such as amusement, controllability, versatility and ease of use appeared to be predominant to users and those lower categories were grouped into five categories; sensibility, design, technology, price, and social skills. The results of this study suggest to the application developers the guidelines of user oriented design and development. It can be used to develop the evaluation tool for application usability.

User's Emotional Preference on PC OS GUI - Though Semantic Differential Method (PC OS GUI 의 사용자 감성에 관한 연구 - 의미분별 척도법을 활용한 사용자 감성 선호도 분석)

  • Moon, Hyun-Jung;Lee, Jung-Yeun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.30-35
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    • 2008
  • The purpose of this study is to analyze and define user's emotional satisfaction factors to the PC OS GUI image. The study is to investigate the relationship between PC OS GUI Image and Sensitive Vocabula교 based on user's emotional preference. 47 user preferred sensitive words are collected by the initial survey. Through the similarity test, 47 words are narrowed down to 20 comprehend words. The semantic differential methods is used in the final survey with 5 step questionnaire. From this process, user preferred the GUI design that is vocabularized as Clear, Easy, Safety, Stability. Additionally, the result shows that the image of Clear is related to Safety and the image of Easy is related to Stability. The result of the study could be used in design PC OS GUI as base data.

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The Effect of Program for the Gifted based on GI-STEAM model on Leadership, Creative personality, and Learning flow of Elementary Gifted Students (GI-STEAM 모형에 기반한 영재 프로그램이 초등영재의 리더십과 창의적 인성, 학습몰입에 미치는 영향)

  • Hong, Jeong-Hee;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.26 no.1
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    • pp.77-99
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    • 2016
  • The purpose of this study was to examine the effect of GI-STEAM program on leadership, creative personality, and learning flow of elementary Gifted Students. GI-STEAM program was the convergence model of Group Investigation that belongs to Co-learning and STEAM framework of learning criterion. The participants were 16 gifted students in a Korean elementary school located in Gyeong-gi province. The experimental design was one group pretest-posttest design. After a pretest on leadership, creative personality, and learning flow was conducted, classes were carried out as GI-STEAM program for the gifted student and a post-test was conducted. The study results of the class that was conducted twelve times for two weeks are as follows. First, Individual area of leadership is meaningfully developed in statistics after GI-STEAM program. The sub-domains of leadership, such as the communication, organization management, society commitment and teamwork showed a statistically significant improvement. Second, the domain of creative personality didn't show meaningful difference after GI-STEAM program. However, the aesthetic in the sub-domains of the creative personality showed a statistically significant improvement. Third, learning flow was meaningfully developed in statistics after GI-STEAM program. The sub-domains of the leadership, such as the balance between challenge and ability, integration with behavior and consciousness, concrete feedback and Autotelic experience showed a statistically significant improvement. In conclusion, GI-STEAM is an effective program for improving ability of communication, aesthetic sensibility, which are core competency of 'creative-convergence' gifted students. For this reason, it is highly considered that various programs applying GI-STEAM should be developed.

Addition of 2 mg dexamethasone to improve the anesthetic efficacy of 2% lidocaine with 1:80,000 epinephrine administered for inferior alveolar nerve block to patients with symptomatic irreversible pulpitis in the mandibular molars: a randomized double-blind clinical trial

  • Aggarwal, Vivek;Ahmad, Tanveer;Singla, Mamta;Gupta, Alpa;Saatchi, Masoud;Hasija, Mukesh;Meena, Babita;Kumar, Umesh
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.22 no.4
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    • pp.305-314
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    • 2022
  • Introduction: This clinical trial aimed to evaluate the anesthetic effect of the addition of 2 mg (4 mg/ml) of dexamethasone to 2% lidocaine (plain or with 1:80,000 epinephrine). The solutions were injected for a primary inferior alveolar nerve block (IANB) to provide mandibular anesthesia for the endodontic treatment of mandibular molars with symptomatic irreversible pulpitis. Methods: In a double-blinded setup, 124 patients randomly received either of the following injections: 2% lidocaine with 1:80,000 epinephrine, 2% lidocaine with 1:80,000 epinephrine mixed with 2 mg dexamethasone, or plain 2% lidocaine mixed with 2 mg dexamethasone, which were injected as a primary IANB. Ten minutes after injection, patients with profound lip numbness underwent electric and thermal pulp sensibility tests. Patients who responded positively to the tests were categorized as "failed" anesthesia and received supplemental anesthesia. The remaining patients underwent endodontic treatment using a rubber dam. Anesthetic success was defined as "no pain or faint/weak/mild pain" during endodontic access preparation and instrumentation (HP visual analog scale score < 55 mm). The effect of the anesthetic solutions on the maximum change in heart rate was also evaluated. The Pearson chi-square test at 5% and 1% significance was used to analyze anesthetic success rates. Results: The 2% lidocaine with 1:80,000 epinephrine, 2% lidocaine with 1:80,000 epinephrine mixed with 2 mg dexamethasone, and plain 2% lidocaine mixed with 2 mg dexamethasone groups had anesthetic success rates of 34%, 59%, and 29%, respectively. The addition of dexamethasone resulted in significantly better results (P < 0.001, 𝛘2 = 9.07, df = 2). Conclusions: The addition of dexamethasone to 2% lidocaine with epinephrine, administered as an IANB, can improve the anesthetic success rates during the endodontic management of symptomatic mandibular molars with irreversible pulpitis.

A Comparison Analysis of Life Cycle Cost (LCC) of Pumps - In the Focus on Comparison of Excellent and General Products in Water Industry - (Pump의 생애주기 비용(LCC) 비교 분석 - 물산업 우수제품과 일반제품의 비교를 중심으로 -)

  • Park, Woopyung;Choi, Yong;Jeon, Si Young;Kim, Jinho;Kang, Seongmi
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.3
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    • pp.66-73
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    • 2022
  • In order to induce users to purchase excellent products in the water industry that satisfy the technical standards of excellent products, in this study, it is to present the advantages of the cost aspect of the pumps as the objective basis. It will be to promote technology development of domestic water companies and to create a virtuous cycle structure in the water industry. In order to present an objective basis for the merits in terms of cost, an economic evaluation was conducted through life cycle cost analysis. For the LCC analysis, initial cost (pump cost and installation cost), operation cost (energy cost and maintenance cost) and demolition cost (disposal cost and residual value) are searched and calculated. As the results of comparison on two capacity of pumps, the energy cost of the excellent pump is 212 million KRW lower than the that of general pump in the large pump. The cost of excellent pump was 17 million KRW lower than that of general pump in small capacity pump. As the results of sensibility test, if the product is developed in the direction of improving pump efficiency and increasing the replacement cycle of consumables, it is predicted that the effect on LCC will be large.