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Preparatory Research prior to the Development of Consumer-Tailored 3D Printing Service Platform
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이국희 Guk-hee Lee , 최혜경 Hye-kyong Choi |
KJSES 20(1) 3-16, 2017 DOI : 10.14695/KJSOS.2017.20.1.3 |
ABSTRACT
With the development and proliferation of three-dimensional(3D) printers, consumers in modern society can now print products of what they want three-dimensionally at home. However, consumers themselves would have to produce digital design maps that are compatible with 3D printers and to set up the optimum printing quality and temperature, as well as to pay for maintenance and repair of 3D printers and to respond to any possible lawsuits related to intellectual property right about designs in order to make possible consumer-tailored manufacturing through 3D printing. However, in reality, since it is very difficult for consumers to respond to these issues, it is necessary to develop services that perform 3D printing on behalf of consumers in the desired direction. Motivated by this objective, this study investigated user experiences on Shapeways(www.shapeways.com), which is a global online 3D printing product and sales companies, from many viewpoints in order to obtain insight into 3D printing services and modes which were preferred by consumers. The study result showed that quantitative evaluations on usability, search process, price adequacy, re-visit intention, diversity of design, and satisfaction of design was scored low overall. Furthermore, this study acquired insight about consumer-tailored 3D printing services through constructive suggestions on multi-language support, openness of manufacturing process, simultaneous operation of online and offline sites, design-oriented consumer-tailored manufacturing service, services that ensure delivery safety and product durability, and surface finishing services. This study is expected to provide a wide range of opinions not only on 3D printing service platform development but also on related industry and research.
keyword : 3D프린팅, 소비자 맞춤형 서비스, 3D프린팅 서비스 플랫폼 개발, 3D프린팅 제품 디자인, 사용자 경험, 3D Printing, Consumer-tailored Services, 3D Printing Service Platform Development, 3D Printing Product Design, User Experience
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An Exploratory Study of Searching Human Body Segments for Motion Sensors of Smart Sportswear: Focusing on Rowing Motion
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한보람 Bo-ram Han , 박선형 Seonhyung Park , 조현승 Hyun-seung Cho , 강복구 Bokku Kang , 김진선 Jin-sun Kim , 이주현 Joohyeon Lee , 김한성 Han Sung Kim , 이해동 Hae-dong Lee |
KJSES 20(1) 17-30, 2017 DOI : 10.14695/KJSOS.2017.20.1.17 |
ABSTRACT
Lots of interdisciplinary studies for fusion of high technologes and the other areas of research had been tried in these days. In sports training area, high technologies like a vital sign sensor or an accelerometer were adopted as training tools to improve the performance of the sports players. The purpose of this study is finding the proper locations on the human body for attaching the motion sensors in order to develop a smart sportswear which could be helpful in training players. The rowing was selected as a subject sport as lots of movements of the joint on human body could be seen in rowing motions. The players of rowing could be devided into two weight divisions, the lightweight and the heavyweight. In this study, the change rates of distance between markers on human skin as the players moved were took on the back, the elbow, the hip and the knee area on human body by 3D motion capturing system. The distances between markers and the differences between the lightweight and heavyweight were analyzed. Finally, this study provided the guide lines for designing a motion sensing smart sportswear.
keyword : 모션캡처, 인체동작 센싱, 조정동작, 스마트 스포츠의류, Motion Capturing, Human Motion Sensing, Rowing Motion, Smart Sportswear
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A Study on Neuro Sports Marketing by using Pupil`s Size of Men: Focusing on Basketball Game
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고의석 Eui-suk Ko , 송기현 Ki-hyeon Song , 조수현 Soo-hyun Cho , 김종하 Jong-ha Kim |
KJSES 20(1) 31-40, 2017 DOI : 10.14695/KJSOS.2017.20.1.31 |
ABSTRACT
The present study used one of research techniques which is eye gaze tracking for neuromarketing. When pupil`s size of men dilated over than three sigma (0.135%), the interest and eye movement in observation were measured. According to statistical analysis of previous studies, three sigma range is meaningful therefore sigma range was used as operational definition because `pupil dilatation` is difficult to be define in eye gaze tracking data. Pictures of basketball games were selected as visual stimuli and 90% effective ratio of total 7,200 data were calculated. Thus, 29 of 34 participants were used for test. Pupil`s size was calculated by applying pupil`s width and height into a formular; [Pupil`s size = Pupil width/2 × Pupil height/2 × π]. In conclusion, billboard utilized for sports marketing had meaningless effects because gaze frequency to basketball player and surrounding environment was higher than that to billboard when participantsas game spectators diltaed their pupil`s size over than three sigma. Thus, it was required using new marketing strategies like neuromarketing to increase utility through the present study.
keyword : 동공크기, 시선추적, 뉴로스포츠 마케팅, 3시그마, Pupil`s Size, Eye-tracking, Neuro-sports Marketing, Three Sigma
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A Study on Product Development to Promote the Effects of Exercise on Children and to Induce Their Interest in Exercise: A Survey on the Development of Cognitive and Motor Functions in Children
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Hyun-seung Cho , Jin-hee Yang , Chan-woong Jung , Joo-hyeon Lee |
KJSES 20(1) 41-48, 2017 DOI : 10.14695/KJSOS.2017.20.1.41 |
ABSTRACT
This study was conducted to develop wearable products with visual and auditory feedback aimed at promoting exercise interest in children. Here we determined the theoretical characteristics of cognitive and motor function development during childhood, empirical characteristics of children`s motor functions, and factors that encourage exercise using natural observation and in-depth interview research methods. The questionnaire assessed children`s motor ability, intensively trained body parts in sports programs, types of training or classes that improve the motor ability of each muscle group, significantly considered aspects of children`s sports programs, and factors that promote children`s interest in exercise. Our results suggest that the development of sport programs comprising varied exercise options that enhance body and limb movements are needed for balanced growth. Furthermore, it is very important to provide motivation for regular exercise and appropriate feedback, such as praise and encouragement, to maintain interest in exercise. This study identifies the standards for developing products that peak children`s interest in exercise and the basis for a physically and mentally healthy society.
keyword : Inducing Interest in Exercise, Motor Function Development in Children, Visual and Auditory Feedbacks, Wearable Product
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Emotion Changes during Virtual Bowling Game: An EEG Study on Hemispheric Asymmetry
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신경식 Kyeong-sik Shin , 김진구 Jin-gu Kim , 류광민 Kwang-min Ryu |
KJSES 20(1) 49-56, 2017 DOI : 10.14695/KJSOS.2017.20.1.49 |
ABSTRACT
The purpose of this study was to investigate the effects of virtual reality bowling on emotional changes using EEG (Electroencephalogram). Sixteen bowling players who have at least three years of experiences in bowling participated in this study. Their aged ranged from 26 to 35 years old with a mean age of 29.6 years. The frontal lobes (Fp2-Fp1, F4-F3, F8-F7) of each player were measured while subjects were performing five games of bowling. And after performing every frame, their emotion was measured immediately with Visual Analogue Scale. The data were analyzed by one-way analysis of variance to test differences in the alpha value of each region of the frontal lobes. The dependent variable is the alpha power of the cerebral asymmetry. The results showed that players who scored a strike showed higher VAS values than those who missed the spares or cleared the spares; those who cleared spares showed higher VAS values than those who missed spares In addition, with respect to frontal R-L asymmetry score, the alpha-wave of the left frontal lobe was activated when scoring a strike and clearing spares and the alpha-wave of the right frontal lobe was activated when missing spares. In conclusion, the results of this study demonstrated that success or achievement in competition gives rise to positive emotions and vice versa. This study neurophysiologically proved that performance outcomes during a competition directly influence players` emotion and brain waves.
keyword : 가상볼링 게임, 뇌파, 뇌파 대뇌반구 비대칭, 시각적 사상척도, 감성, Virtual Bowling Game, EEG, EEG Hemispheric Asymmetry, VAS, Emotion
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Methodologies to Improve Emotional Image Qualities by Optimizing Technological Image Quality Metrics
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유재희 Jae-hee You |
KJSES 20(1) 57-66, 2017 DOI : 10.14695/KJSOS.2017.20.1.57 |
ABSTRACT
Emotional image quality optimization methodologies are investigated using technological image quality controls based on the eye tests of various image samples. The images are evaluated based on various contrast, lightness and saturation image quality metric tone curves. The order of importance to image quality enhancements is contrast, saturation and brightness. The slopes of emotional image qualities with respect to technical image quality metric changes are found to be composed of mathematical function modelling with nearly zero, intermediate and maximum slope regions in general, which can reflect well known log and saturated as well as conventional reverse U shape natures. Image quality improvements are analyzed not only with just single but also with multiple image quality metrics. To ease the unified image quality metric analysis and control, a new function is presented to utilize both the newly found and conventional emotional image quality behaviors. It is found that the overall image quality enhancement can be realized only in a few limited cases of multiple image quality metric controls. It is also found that the kinds of image quality enhancement methodologies are not strongly dependent on image contents (genre).
keyword : 감성화질, 디스플레이 패널, 톤 커브, 밝기, 명암, Emotional Image Quality, Display Panel, Tone Curve, Brightness, Contrast
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Empathy Evaluation Method Using Micro-movement
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황성택 Sung Teac Hwang , 박상인 Sangin Park , 원명주 Myoung Ju Won , 황민철 Mincheol Whang |
KJSES 20(1) 67-74, 2017 DOI : 10.14695/KJSOS.2017.20.1.67 |
ABSTRACT
The goal of this study is to present quantification method for empathy. The micro-movement technology (non-contact sensing method) was used to identify empathy level. Participants were first divided into two groups: Empathized and not empathized. Then, the upper body data of participants were collected utilizing web-cam when participants carried expression tasks. The data were analyzed and categorized into 0.5 Hz, 1 Hz, 3 Hz, 5 Hz, 15 Hz. The average movement, variation, and synchronization of the movement were then compared. The results showed a low average movement and variation in a group who empathized. Also, the participants, who empathized, synchronized their movement during the task. This indicates that the people concentrates with each other when empathy has been established and show different levels of movement. These findings suggest the possibility of empathy quantification using non-contact sensing method.
keyword : 미세 움직임, 비전, 공감도, 사회감성, 비접촉 센싱, Micro-movement, Vision, Empathy, Social Emotion, Non-contact Sensing
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A Novel Method for Modeling Emotional Dimensions using Expansion of Russell`s Model
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한의환 Eui-hwan Han , 차형태 Hyung-tai Cha |
KJSES 20(1) 75-82, 2017 DOI : 10.14695/KJSOS.2017.20.1.75 |
ABSTRACT
We propose a novel method for modeling emotional dimensions using expansion of Russell`s (1980) emotional dimensions (Circumplex Model). The Circumplex Model represents emotional words in two axes (Arousal, Valence). However, other researchers have insisted that location of word in Russell`s model which is expressed by single point could not represent exact position. Consequently, it is difficult to apply this model in engineering fields (such as Science of Emotion & Sensibility, Human-Computer-Interaction, Ergonomics, etc.). Therefore, we propose a new modeling method which expresses emotional word not as a single point but as a region. We conducted survey to obtain actual data and derived equations using ellipse formula to represent emotional region. Furthermore, we applied ANEW and IAPS which are commonly used in many studies to our emotional model using pattern recognition algorithm. Using our method, we could solve problems with Russell`s model and our model is easily applicable to the field of engineering.
keyword : 사용자 감성 측정, 감정인식, 감정차원, 감성과학, Measuring User`s Emotions, Emotion Recognition, Emotional Dimension, Ergonomics
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The Effect of Background Music on Impulsive Decision Making: When People are Exposed to Luxury Items
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장성진 Seongjin Jang , 한광희 Kwanghee Han |
KJSES 20(1) 83-94, 2017 DOI : 10.14695/KJSOS.2017.20.1.83 |
ABSTRACT
In this study, we figured out that music modes and item types could affect people`s urged decision making through a k-value which results from a delay discounting`s hyperbolic function. Generally, high k-value is related to impulsive decision making. Concretely, there was a significant interaction between items and music. For the luxury item, the k-value was higher while listening to major music than minor. However, for the non-luxury item condition the k-value difference was not significant between two pieces of music. Moreover, we expected mood could be manipulated after listening to the music and mediate a difference of tendency. We used first movement as an allegro and second as an andante of Mozart piano concerto No.5 D-major and No.20 D-minor for stimuli. As a result, mode and tempo`s main effects were not significant. Nevertheless, there was a significant two-way interaction. To put it concretely, the k-value of major condition was marginally higher than minor condition on allegro. However, the k-value of major condition was significantly lower than minor condition on andante. Also, depressed degree difference was significant but it was not significant as a mediator. Set depressed degree as a predict variable and future time span as a mediator, further research found future time perception partially mediated the effect that depressed degree affects impulsivity.
keyword : 배경음악, 명품, 지연할인, 충동적 의사결정, Backgroud Music, Luxury Item, Delay Discounting, Impulsive Decision Making
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Development and Validation of Short-form Geriatric Reaction Inventory to Measure Anger
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엄진섭 Jin-sup Eom , 박지은 Ji-eun Park , 전하정 Hajung Jeon , 정이내 E-nae Cheong , 손진훈 Jin-hun Sohn |
KJSES 20(1) 95-104, 2017 DOI : 10.14695/KJSOS.2017.20.1.95 |
ABSTRACT
This study aims to develop a reliable and valid Geriatric Reaction Inventory-Simplified Form (GRI-SF). Reaction inventory for measuring anger (Evans & Stangelang, 1971) is an assessment tool in a view of stimuli for measuring the level of anger invoked from the anger-triggered experiences. Yet, the inventory, comprised of 76 items, is sometimes incapable of finishing up the lengthy questionnaire. In the sense, a simplified form of RI is necessary for those lacks cognitive ability such as stroke patients or the elderly. In study 1, a full version of Reaction Inventory was given for the elder who are above 60, and ten items out of 76 was selected to form GRI-SF based on the psychometric theory. In study 2, the reliability and validity of GRI-SF was tested by another sample group of elderly with some additional examinations. The reliability was good with Cronbach`s alpha of 0.79. Based on the fact that GRI-SF measures the personal trait anger, GRI-SF should not be only strong correlation with the scores of trait anger strongly, but be less correlated with scores representing other aspects of anger. As a result, GRI-SF score showed strong correlations with trait anger among other sub-categories of State-Trait Expression Inventory (STAXI), and was less correlated with anger-out score which reflects behavioral aspect of anger. Moreover, it is less correlated (r=.41) with hostility representing attitudinal or cognitive aspects of anger. Consequently, GRI-SF, constructed by this research, is verified to be a reliable and valid tool for anger measurement.
keyword : 분노, 분노반응검사, 단축형, 타당화, Anger, Anger Reaction Inventory, Short-Form, Validation
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