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Cultural Differences of Choice on Interaction Problem
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연명흠 Myeong Heum Yeoun |
KJSES 13(4) 711-720, 2010 |
ABSTRACT
This study is aimed to compare choices on interaction problems, and to consider the reason of the choices. It was expected that the interaction problems are influenced from national culture, age, gender and so on. The first interaction problem in this study is default answer button when user operates to delete all messages on SMS in-box. Second one is action when pop-up window warning dangerousness of install showed on web browsing. The third one is type(analog/digital) and information expression of control panel on soup maker. 639 Korean data and 784 data from China, Japan and the Netherlands are analyzed through cross-tabulation and chi-square test. In the results, many Japanese choose ``No`` answer at SMS delete problem, while many Dutch choose ``Yes``. The result suggests that uncertainty avoidance effect on interaction problems. On warning pop-up, Younger generation and men choose actively ``install`` than older one and women. On type of control panel, Dutch subjects preferred analog type than other countries` subjects. On expression of control panel, older generation and individualistic subjects relatively preferred text style than other style.
keyword : 인터랙션 문제, 국가 문화, 성별, 연령, Interaction problem, National culture, Gender, Age
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Assessment of subjective symptoms by 60Hz magnetic field in electromagnetic hypersensitivity
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양동인 Dong In Yang , 남기창 Ki Chang Nam , 권민경 Min Kyung Kwon , 김덕원 Deok Won Kim |
KJSES 13(4) 721-732, 2010 |
ABSTRACT
As increasing of electrical device usage, social concerns about the possible effects of 60Hz electromagnetic fields (EMF) on human health have increased. The number of people with self-attributed electromagnetic hypersensitivity (EHS) who complain of subjective symptoms such as headache, insomnia etc. also increased. However, we don`t know whether the EHS results from psychological factor or real perception to the electromagnetic field. In this study, we simultaneously investigated physiological changes(heart rate, respiration rate, heart rate variability, alpha and beta waves in EEG), subjective symptoms and perception accuracy to assess origins of subjective symptoms according to the EMF exposure. Experiment consists of real and sham sessions and 60Hz 12.5uT magnetic field was on(real) or off(sham) to 15 EHS and 16 nonEHS. As the results, EMF exposure did not have any effects on physiological parameters or subjective symptoms for both groups. There was also no evidence that EHS group perceived the EMFs correctly than the control group. Therefore, the origins of subjective symptoms is not the 60Hz magnetic field but psychological factors.
keyword : 극저주파, 과민반응, 자각증상, 인지 정확도, 생리학적 변화, ELF, extremely Low frequency, hypersensitivity, subjective symptom, perception accuracy, physiological changes
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A Study on Pattern Grading of Eco Resort wear for Jeju Medical Tourism
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최군한 Gun Han Choi , 강인희 In Hee Kang , 양혜진 Hye Jin Yang , 이미나 Mi Na Lee , 이은주 Eun Joo Lee , 고주형 Ju Hyung Ko , 홍지운 Ji Un Hong , 권숙희 Sook Hee Kwon |
KJSES 13(4) 733-740, 2010 |
ABSTRACT
This proposal of eco-friendly Resort wear targeting medical tourists of Jeju intend to contribute to the local economy by creating more added-values and profits. With high-quality leisure outfits, the medical tourism could provide tourists more pleasantness as well as a souvenior, which may help them to cherish the memory in Jeju. Well-developed Galot leisure outfits matched with other Galot products could result in additionary buying of other Galot items. Furthermore, by developing the size system as well as pattern grading, we can help local Galot manufacturers who currently require these standardized creation system. The summary of this research is as follows: 1. we examined the current issues and disadvantages of the local Galot through a survey. 2. We defined the Galot leisure outfit for Jeju medical tourism, conducted market research, and reflected these into representative designs for them. 3. We developed a size system as well as a pattern grading to standardize the manufacturing process.
keyword : 의료관광, 에코휴양복, 갈옷, 사이즈체계, 생산표준화, 패턴그레이딩, Medical tourism, Eco resort wear, Galot, Size system, Production standardization, Pattern & grading
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The Impact of Culture Resources on City Brand Personality, Relationship Quality, and Loyalty in Tourism City
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김정희 Jung Hee Kim , 김형길 Hyoung Gil Kim |
KJSES 13(4) 741-752, 2010 |
ABSTRACT
City culture resources are critical elements to city brand strategies for improving city attraction and provide much contribution to induce visitors from competitive city. A city brand needs to be distinguished and differentiated from competing cities because they are all engaged in the similar environment of city. The differentiation of brand achievement has become increasingly important to highlight certain brand functions to include emotional, self-expressive, and symbolic functions since the importance of such functions has been further emphasized in promoting tourism activities. In particular, That is the recent role of city brand personality that has been emphasized in city management. In other words, visitors now freely and actively express their personalities or egos in tourism activities, taking an important role in construction of a brand asset. The study examines how culture resources affect city brand personality, relationship quality, and city brand royalty in the tourism city. The authors test the proposed model using data from Jeju tourists. The pivotal findings via the structural equation model in the study are as follows; 1) culture resources have been classified culture programs, culture infra, human resources, 2) The city brand personality has been classified as innovativeness, peacefulness, sophistication, confidence and dynamics; 3) The culture resources influenced on the city brand personality; 4) The city brand personality influenced on the satisfaction and involvement; 5) The satisfaction and involvement influenced on the loyalty. Results from the empirical study indicates that culture resources have a strong positive impaction on city brand personality. To increase tourist` royalty of city brand personality, managements must manage culture effectively and create friendly city brand personality to in accord with tourist needs.
keyword : 문화자원, 도시브랜드개성, 관계품질, 충성도, culture resources, city brand personality, relationship quality, city brand Loyalty
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A Basic study of Service Design for Optimization of the Public Elderly Recreational Place
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임백빈 Beak Vin Lim , 김형찬 Hyeong Chan Gim , 이성필 Sung Pil Lee |
KJSES 13(4) 753-760, 2010 |
ABSTRACT
The purpose of this study to prepare for an aging society and older people happy is important to build recreational facilities gwajera recognize and physically old man of leisure facilities as a basis for the destroyers of the current seniors in public institutions that provide recreational facilities for About under utilized factors was investigated. The specific research methods and information, first, at home the most successful public senior leisure facilities as a model for selected Daegu Senior seutawo visit the simple survey and observation through the pros and cons about the elements that organize and KJ Technique and graft technique (Graph Theory) by applying the elements of physical space limitations on the mutual relationship between the priorities and establish guidelines for the priority was extracted. In addition, field-aged feel the satisfaction of their leisure facilities to evaluate the visits to the Busan, Sasang elderly and local leisure facilities for the elderly surveyed had taken Priority Method is based on comparison of results and final was to organize things to improve. Through this study, first, goods and equipment to the leisure space of the elderly efforts to effectively deploy the expertise to deal with and it actually showed that it is also important. Second, using physical devices and programs for the elderly aged recreational facilities are important, but physical and mental characteristics to consider voluntary participation for the type of space could see that it is important.
keyword : 공공노인여가 공간, 우선순위법, 만족도조사, Public Elderly Recreational, Priority Method, Customer Satisfaction
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The comparison of the user`s emotions before and after using a product
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정상훈 Sang Hoon Jeong |
KJSES 13(4) 761-768, 2010 |
ABSTRACT
Research from many marketing fields shows that the importance of factors which ultimately reflect customers`satisfaction towards a product or service vary with the progression of time. Likewise, the emotions that users experience from using the product can vary with prolonged interaction with the product itself. Thus, research was conducted under the notion that users` emotions at the initial stage of product usage is likely to vary with that at a later stage, when users would have had more experience with the product. In this research, a comparison was made between the emotions felt by customers with first-hand experience with the iPhone and those felt by long-time iPhone users who already had much more opportunities to familiarize themselves with the product. The results of the research conducted above show that, with first usage of the iPhone, users experience a relatively low level of negative emotions(Uncomfortableness) due to the predominance of the users` positive emotions. Over prolonged usage, however, the level of negative emotions associated with the usage of the iPhone has been shown to increase. Still, it is impossible to state that the Uncomfortableness associated with iPhone usage is high in general. In fact, it has been shown that positive emotions were rather experienced by iPhone users both before and after usage, suggesting that the emotions involved during iPhone usage was generally positive. Although more research would need to be conducted to safeguard this claim, it can be generally deduced from the results of this research that:when using a product, positive emotions in terms of the reflective level accounts for much of the negative emotions(i.e. discomfort) associated with behavioral level with regard to the product itself.
keyword : 사용자 감성, 사용자 경험, 자기-보고 질문지형 척도, 아이폰, 스마트 폰, user`s emotion, user experience(UX), self-report questionnaire-type scale, iPhone, smart phone
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Relationship between morphological characteristics and hand emotional quotient of hands
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정은영 Eun Young Jeong , 류희욱 Hee Wook Ryu |
KJSES 13(4) 769-776, 2010 |
ABSTRACT
The relationship between morphological characteristics and sensibility of hands for beautiful hands were investigated for college woman in early twenties. Hand Emotional Quotient (HEQ) which is classified as 10 grades was newly suggested as one of the sensibility evaluation methods for the beautiful hands and was applied to assess the qualitative and quantitative relationships between morphological characteristics and HEQ. The factors influenced on the HEQ were in order as width-length ratio of hands, finger length-hand length and finger width-hand length ratios. Otherwise the influences of hand length-nail length and finger length-nail length ratios on HEQ were insignificant. The longer length of hand, finger, and nail and the narrower width of hand and finger, the higher HEQ hands get. In conclusion, it is found that all morphologic characteristics of hands influenced on the sensitivity synthetically. The data constructed on the hand`s sensibility is very useful for various beauty products and service areas related to hands.
keyword : 아름다운 손, 형태학적 특성, 감성, 감성평가 등급, Beautiful hands, Hand emotional quotient, HEQ, Morphologic characteristics, Sensibility
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Design and Development of Interactive Therapy System for Children with Autism
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최민영 Min Young Choi , 이현진 Hyun Jhin Lee , 이장한 Jang Han Lee |
KJSES 13(4) 777-788, 2010 |
ABSTRACT
Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.
keyword : 발달장애, 상호작용 디자인, 보조기술, 치료, 협력, 사용성, 감성, Autism, Interactive Design, Assistive Technology, Therapy, Collaborative, Usability, Emotion
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Experiencing the 3D Color Environment: Understanding User Interaction with a Virtual Reality Interface
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오프리엔데니엘 Danielle Oprean , 윤소연 So Yeon Yoon |
KJSES 13(4) 789-796, 2010 |
ABSTRACT
The purpose of this study was to test a large screen and rear-projected virtual reality (VR) interface in color choice for environmental design. The study piloted a single three-dimensional model of a bedroom including furniture in different color combinations. Using a mouse with an 8``x6`` rear-projector screen, participants could move 360 degree motion in each room. The study used 34 college students who viewed and interacted with virtual rooms projected on a large screen, then filled out a survey. This study aimed to understand the interaction between the users and the VR interface through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. Specifically, the study focused on spatial presence, topic involvement, and enjoyment. Findings should inform design researchers how empirical evidence involving environmental effects can be obtained using a VR interface and how users experience the interaction with the interface.
keyword : 3차원, 가상환경, 실재감, 휴먼-컴퓨터 인터랙션, 감성, 주제와 연관성, 유쾌함, 3D, Virtual Environment, Presence, Human-Computer Interaction, Emotion, Topic Involvement, Enjoyment
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