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The Effects of Secondary Task on Driving Performance -Control of Vehicle and Analysis of Motion signal-
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문경률 Kyung Ryoul Mun , 최진승 Jin Seung Choi , 강동원 Dong Won Kang , 방윤환 Yun Hwan Bang , 김한수 Han Soo Kim , 이수정 Su Jung Lee , 양재웅 Jae Woong Yang , 김지혜 Ji Hye Kim , 최미현 Mi Hyun Choi , 지두환 Doo Hwan Ji , 민병찬 Byung Chan Min |
KJSES 13(4) 613-620, 2010 |
ABSTRACT
The purpose of this study was to quantitatively evaluate the effects of the secondary task while simulated driving using the variable indicating control of vehicle and smoothness of motion. Fifteen healthy adults having 1~2years driving experience were participated. 9 markers were attached on the subjects` upper(shoulder, elbow, wrist) and lower(knee, ankle, toe) limbs and all subjects were instructed to keep the 30m distance with the front vehicle running at 80km/hr speed. Sending text message(STM) and searching navigation(SN) were selected as the secondary task. Experiment consisted of driving alone for 1 min and driving with secondary task for 1 min, and was defined driving and cognition blocks respectively. To indicate the effects of secondary task, coefficient of variation of distance between vehicles and lane keeping(APCV and MLCV) and jerk-cost function(JC) were analyzed. APCV was increased by 222.1% in SN block. MLCV was increased by 318.2% in STM and 308.4% in SN. JC were increased at the drivers` elbow, knee, ankle and toe, especially the total mean JC of lower limbs were increased by 218.2% in STM and 294.7% in SN. Conclusively, Performing secondary tasks while driving decreased the smoothness of motion with increased JC and disturbed the control of vehicle with increased APCV and MLCV.
keyword : 운전수행능력, 저크비용함수, 동시과제, 분산계수, 운전 시뮬레이터, Driving performance, Jerk-cost function, Secondary task, Coefficient of variation, Driving simulator
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Differential Effects of 2D and 3D motion pictures on physical fatigue, recognition and arousal -Focused on viewing order and viewer`s gender difference-
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이재식 Jae Sik Lee , 박동진 Dong Jin Park |
KJSES 13(4) 621-634, 2010 |
ABSTRACT
This study aimed to investigate the effects of dimensions of movie clip (2D vs. 3D), viewing orders (2D → 3D vs. 3D → 2D), and gender difference on participants` subjective fatigue, recognition for the elements in the clips, and arousal level. The results can be summarized as followings. First, subjective fatigue level was higher in the 3D condition than 2D condition, but this tendency was more clear in the 2D → 3D condition than in the 3D → 2D condition. Second, correct recognition rates were significantly higher for 3D than 2D only in the 3D → 2D condition. In particular, male participants showed higher correct recognition rates than female participants in the 3D-clip condition, whereas female participants showed higher correct recognition rates than male participants in the 2D-clip condition. Third, although 3D clips tended to induce higher level of arousal, this tendency was showed only in the 2D → 3D condition, which implied previous exposure to 2D clip increased the arousal level in following 3D clip than vice versa.
keyword : 3D 영상, 시청순서, 주관적 피로감, 성차, 내적템포, 재인기억 , 3D movie, viewing order, subjective fatigue, gender difference, internal tempo, recognition
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Funology Body: Classified Application System Based on Funology and Philosophy of the Human Body
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길태숙 Tae Suk Kihl , 장준호 Jun O Jang , 주현선 Hyun Sun Ju , 권지은 Ji Eun Kwon |
KJSES 13(4) 635-646, 2010 |
ABSTRACT
This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users` attitudeand taste for changing application flexibly.
keyword : 퍼놀로지, 몸의 철학, 경험, 어플리케이션, 검색, 분류, Funology, Philosophy on the Body, Experience, Application, Searching, Funology Body
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Effects of Self-Regulated Neurofeedback Training on Recall and Recognition
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양혜련 Hye Ryeon Yang , 이재식 Jae Sik Lee |
KJSES 13(4) 647-658, 2010 |
ABSTRACT
The purpose of the present study was to investigate the effects of self-regulated neurofeedback training on elementary school students` recall and recognition performance. For this purpose, the participants were randomly allocated to control condition where no training was provided or training condition where participants were trained in 4 self-regulated neurofeedback training sessions. As the dependent measures, correct free recall rates and correct recognition rates were analyzed. The results showed that overall scores of recall and recognition were enhanced by the administration of the training itself, and as the training sessions advanced. In particular, the effect of the training seemed to induce more positive effect on the both memory tasks when the task difficulty (manipulated by increasing the number of target words) was increased. These results implied that self-regulated neurofeedback training can induce increased recollection ability for words by enhancing attentional process.
keyword : 자기-조절 뉴로피드백 훈련, 회상기억, 재인기억, 과제 난이도, Self-regulated neurofeedback training, recall, recognition, task difficulty
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User`s emotion while browsing 3D web interfaces
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이유영 Yu Yeung Lee , 류한영 Han Young Ryoo , 정상훈 Sang Hoon Jeong |
KJSES 13(4) 659-668, 2010 |
ABSTRACT
This paper examines users` emotion from both 2D and 3D web interfaces and finds their differences. First, 77 words representing users` emotion were collected from the previous research papers. Second, a web survey system was developed using these collected words and prepared 3 web interface prototypes to collect users` emotions from different types of web interfaces. Finally, a web survey was conducted and its results were analyzed. The result of the survey showed that there were emotional words that were commonly experienced from either 2D or 3D web interfaces. However, it also showed that there were emotional differences between 2D and 3D web interface; 3D web interfaces provide users with specific emotional experiences because of their own characteristics - depth and dynamic movement. It is believed that the words collected from the survey could be the criteria to evaluate the quality of the 3D web interfaces and encourage the research on users` emotion from 3D interfaces.
keyword : 사용자 감성, 3D 인터페이스, 웹브라우징, user`s emotions, 3D interface, web browsing
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The effect of regulatory fit on product design and morality evaluation
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정은경 Eun Kyung Chung , 이지은 Ji Eun Lee , 손영우 Young Woo Sohn |
KJSES 13(4) 669-676, 2010 |
ABSTRACT
Regulatory fit occurs when the way people act accords with their goal orientation the activity. When there is regulatory fit, to pursue a goal feels right and also increases the value of what a person is doing-value from fit. Value from fit can be transferred to other value experiences such as monetary value. Present research proposes that regulatory fit occurs when the domain in which a decision or an evaluation is made sustains the decision maker`s chronic goal orientation, and this regulatory fit affects the value that he or she assigns to the object. In Experiment 1, participants with chronic promotion or prevention focus evaluated their preference and purchase intention on 14 design products including positive and negative emotional valences. Results showed that evaluations on the product design (promotion domain) were more extreme under promotion than prevention, F(1, 95) = 4.87, p < .05. In Experiment 2 with 16 moral scenarios including prescriptive and proscriptive morality, prevention-focus individuals evaluated immoral behaviors as more immoral than promotion-focus individuals only in the proscriptive scenarios (prevention domain), F(1, 139) = 4.14, p < .05. In prescriptive scenarios, regulatory fit effect was not found. Findings from both experiments suggest that regulatory fit occurs when the domain of an issue that people engage in sustains their goal orientation.
keyword : 조절초점, 조절부합, 제품 디자인 평가, 도덕적 평가, regulatory focus, regulatory fit, product design evaluation, moral evaluation
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A Study of Design Elements of Setting-up, a Traditional craft skills
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남궁선 Goong Sun Nam , 정수경 Su Kyoung Jeong , 이유리 Yu Ri Lee , 홍정표 Jung Pyo Hong , 김태호 Tai Ho Kim |
KJSES 13(4) 677-686, 2010 |
ABSTRACT
This study intends to provide the data to extract the elements that influence users` preference from "setting-up," a Traditional craft skills, and apply it to design and use it, so as succeed to the traditional values by connecting the Traditional craft skills with design and to establish a design-supporting system that can meet contemporary users` desire. In this light, this study, as a basic research, selects a sense of beauty and functional quality as a standard for applying setting-up to design and conducts an experiment to extract the elements of design that are important in setting-up. An analysis of factors based on the experiment reveals that in terms of a sense of beauty and functional quality, typical quality, creativity, historicalness, productivity, safeness are derived as elements that influence setting-up. And an analysis of meaningfulness tells that each element of Panjae Setting-up and Yeongui Setting-up is the most meaningful. This result shows that it is important to know the relationship with elements extracted as emotional elements, which can be useful as an index for establishing a design-supporting system that can serve as a guideline in designing through applying to design.
keyword : 전통공예기술, 짜임, 디자인요소, 디자인지원시스템, Traditional craft skills, setting-up, design element, design-supporting system
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Far-Infrared Emission Characteristics of Germanium Included Fabrics for Emotional Garment
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김현아 Hyun Ah Kim , 김승진 Seung Jin Kim |
KJSES 13(4) 687-692, 2010 |
ABSTRACT
This paper surveys emission characteristics of Far-infrared of the fabrics fabricated with germanium imbedded sheath-core conjugate composite filaments. For this purpose, master batch chip was prepared with PET semi-dull chip and nano sized germanium particles and sheath-core type conjugate composite filament was spun using this master batch chip and polyester semi dull. The emission power and emissivity of the germanium imbedded fabrics were measured and investigated using FT-IR spectrophotometer by KICM- FIR 1005 measurement method. In addition, the fabric mechanical properties were measured and discussed with the effects of the optimum texturing process conditions and fabric structural design conditions. The sheath/core type PET composite germanium imbedded filaments were manufactured by the optimum spinning condition, its tenacity and breaking strain showed the same level as the regular PET filament. The tenacity and breaking strain of the DTY showed good physical properties and no problem in the weaving process. Then, wet and dry shrinkages showed higher values than those of regular PET filament. The emission power of the germanium imbedded fabric was 3.53×102W/m2 at the 5-20㎛wave length range, and emissivity was 0.874. The fabric hand of germanium imbedded fabrics was inhanced by the optimum texturing process and fabric structural design with improved mechanical properties such as fabric bending and compressional properties.
keyword : 게르마늄, 원적외선, 방사강도, 방사율, 마스터배치, 직물밀도 계수, Germanium, Far-infrared, Emission power, Emissivity, Master-batch, Weave density coefficient
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Colorimetric Properties and Color Sensibility Factors for Naturally Dyed Fabrics by Microbial Prodiginine Colorant
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최종명 Jong Myoung Choi , 김용숙 Yong Sook Kim , 이은주 Eun Jou Yi |
KJSES 13(4) 693-702, 2010 |
ABSTRACT
This study was carried out in order to investigate the colorimetric values, the color sensation and sensibility for naturally dyed fabrics with microbial prodiginine colorant and to find out the relationship among color sensation, color sensibility factors and colorimetric properties of them. Color sensation and sensibility of four different fabric stimuli coloring red purple by a microbial prodiginine colorant produced from Zooshikella sp. were subjectively evaluated by university students. The color sensibility for the naturally dyed fabrics was classified into four factors: ``pleasantness``, ``gracefulness``, ``characteristic`` and ``relax``. Color sensibility factor ``pleasantness`` was the dominant factor for the naturally dyed fabrics with microbial prodiginine colorant. All color sensibility factors showed a significant correlations with the color sensation and colorimetric properties of the dyed fabrics with prodiginine. There were showed significant relationships between the color sensibility factors and lightness L*, color saturation C*, a* and b*. Also, color preference of the dyed fabrics with prodiginine was found to be influenced mainly by color sensibility factors.
keyword : 미생물 색소, 프로디지닌, 천연염색 직물, 색채특성, 색채감성, 선호도, Microbial colorant, Prodiginine, Natural dyed fabrics, Colorimertic values, Color sensibility, Preferences
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Development of a Finger Tactile Stimulator Based on E-Prime Software
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김형식 Hyung Sik Kim , 민윤기 Yoon Ki Min , 김보성 Bo Seong Kim , 민병찬 Byung Chan Min , 양재웅 Jae Woong Yang , 이수정 Su Jeong Lee , 최미현 Mi Hyun Choi , 이정한 Jeong Han Yi , 탁계래 Gye Rae Tack , 이봉수 Bong Soo Lee , 전재훈 Jae Hoon Jun |
KJSES 13(4) 703-710, 2010 |
ABSTRACT
In this study, a tactile stimulator was developed to resolve some problems from the previous version of the system such as system configuration, inappropriate stimulation control and additional problems. The developed tactile stimulator consists of control unit, drive unit and vibrator unit. The control unit was controlled by E-Prime software to generate appropriate vibration pulses. The drive unit supplies enough energy to the vibrator to generate effective stimulation pulses. The vibrator unit consists of small coin type vibrator and velcro, and was made to be attached at the hand easily. The developed tactile stimulator was designed by small-size, light-weight, low-power, simple-fabrication, max 35 channels and little delay time from instruction signal of E-Prime software to vibrator. The duration and magnitude of stimulation was controlled by 10 grades and the problems concerning stimulation control were compensated by wideband frequency ranges. Additionally, the electrical safety was ensured by low voltage operation. Vibrator was made to be attached on finger as well as on any part of the subject. Since this tactile stimulator is developed based on E-Prime software which is widely used in cognitive science, it is believed that this stimulator be suitable for the wide application of cognitive science study.
keyword : 손가락 자극기, 촉각 자극기, 진동, E-Prime, finger stimulator, tactile stimulator, vibration, E-Primechanges
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