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Derivation of Constraint Factors Affecting Passenger’s In-Vehicle Activity of Urban Air Mobility’s Personal Air Vehicle and Design Criteria According to the Level of Human Impact
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진석준 Seok-jun Jin , 오영훈 Young-hoon Oh , 주다영 Da Young Ju |
KJSES 25(1) 3-20, 2022 DOI : 10.14695/KJSOS.2022.25.1.3 |
ABSTRACT
Recently, prior to the commercialization of urban air mobility (UAM), the importance of R&D for air transportation-related industries in urban areas has significantly increased. To create a UAM environment, research is being conducted on personal air vehicles (PAVs). They are key means of air transportation, but research on the physical factors influencing their passengers is relatively insufficient. In particular, because the PAV is expected to be used as a living space for the passengers, research on the effects of the physical elements generated in the PAV on the human body is essential to design an interior space that supports the in-vehicle activities of the passengers. Therefore, the purpose of this study is to derive the constraint factors that affect the human body due to the air navigation characteristics of the PAV and to understand the impact of these constraint factors on the bodies of the passengers performing in-vehicle activities. The results of this study indicate that when the PAV was operated at less than 4,000 ft, which is the operating standard, the constraint factors were noise, vibration, and motion sickness caused by low-frequency motion. These constraint factors affect in-vehicle activity; thus, the in-vehicle activities that can be performed in a PAV were derived using autonomous cars, airplanes, and PAV concept cases. Furthermore, considering the impact of the constraint factors and their levels on the human body, recommended constraint factor criteria to support in-vehicle activities were established. To reduce the level of impact of the constraint factors on the human body and to support in-vehicle activity, the seat's shape and built-in functions of the seat (vibration reduction function, temperature control, LED lighting, etc.) and external noise reduction using a directional speaker for each individual seat were recommended. Moreover, it was suggested that interior materials for noise and vibration reduction should be used in the design of the interior space. The contributions of this study are the determination of the constraint factors affecting the in-vehicle PAV activity and the confirmation of the level of impact of the factors on the human body; in the future, these findings can be used as basic data for suitable PAV interior design.
keyword : PAV(Personal Air Vehicle), UAM, Urban Air Mobility, Noise Level, Vibration, Motion Sickness, 개인용 비행체, 도심항공모빌리티, 소음 수준, 진동, 멀미
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Doing More by Seeing Less: Gritty Applicants are Less Sensitive to Facial Threat Cues
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Ji-eun Shin , Hyeonju Lee |
KJSES 25(1) 21-28, 2022 DOI : 10.14695/KJSOS.2022.25.1.21 |
ABSTRACT
People differ greatly in their capacity to persist in the face of challenges. Despite significant research, relatively little is known about cognitive factors that might be involved in perseverance. Building upon human threat-management mechanism, we predicted that perseverant people would be characterized by reduced sensitivity (i.e., longer detection latency) to threat cues. Our data from 5,898 job applicants showed that highly perseverant individuals required more time to correctly identify anger in faces, regardless of stimulus type (dynamic or static computer-morphed faces). Such individual differences were not observed in response to other facial expressions (happiness, sadness), and the effect was independent of gender, dispositional anxiety, or conscientiousness. Discussions were centered on the potential role of threat sensitivity in effortful pursuit of goals.
keyword : Perseverance, Grit, Threat Perception, Anger, Sensitivity
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A Study on the Improvement for Bidet Product-Service Design for Seniors by PSS-based 4D Double Diamond Design Process Model
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서홍석 Hong-seok Seo |
KJSES 25(1) 29-40, 2022 DOI : 10.14695/KJSOS.2022.25.1.29 |
ABSTRACT
This study uses the bidet 4D double diamond design process model to propose an improvement for “senior-oriented bidet product service design” that reflects the characteristics and needs of seniors. This study was based on the product service system concept. To this end, qualitative research on seniors was conducted to derive user value factors, and, based on this, product service ideas were discovered, and a prototype reflecting the usefulness review of a working-level expert group was proposed. First, a “smart application service for user-customized function setting guide” was proposed. A bidet incorporating Internet of Things technology and a smart phone are linked to provide an app service that automatically interprets user characteristic information and information on bidet products to guide customized functions. Second, a control panel and remote control user interface to “user-oriented product service interface” was proposed. In consideration of the usability and cognitive ability of seniors, a simple and intuitive physical user interface such as a configuration centered on main functions, button arrangement according to task sequence, and a touch screen remote control was presented. Third, we proposed a “bidet care service linked with products and health/hygiene care” that provides a wide range of services such as user health and hygiene, cleanliness, entertainment, etc., in addition to regular bidet product service. This study proposed a product-based service design methodology that can improve user experience and relationship quality by discovering and improving the pain points and needs of users (seniors) in the process of using bidet products (before, during, and after use).
keyword : Healthcare Bidet, Senior, Product Service System, User-Centered, Product-Based Service Design, 헬스케어 비데, 시니어, 제품-서비스통합시스템, 사용자중심, 제품기반 서비스디자인
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A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process
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서홍석 Hong-seok Seo |
KJSES 25(1) 41-54, 2022 DOI : 10.14695/KJSOS.2022.25.1.41 |
ABSTRACT
The purpose of this study was to propose a “user experience (UX)-centered product development process” so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the “Double Diamond Design Process Model,” which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the “Discover” information collection stage, design trends were identified mainly in the office phone markets. In the “Define” analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the “Develop” development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the “Deliver” improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a “UX-centered product development process” model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.
keyword : Service Design Process, User Experience-centered, Smart Office Phone, Design Usability Evaluation, 서비스디자인 프로세스, 사용자 경험 중심, 스마트 오피스 전화기, 디자인 사용성 평가
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The Effect of Dissonant Chord on Cognitive Interference and Emotion
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김재희 Jayhee Kim , 한광희 Kwanghee Han |
KJSES 25(1) 55-66, 2022 DOI : 10.14695/KJSOS.2022.25.1.55 |
ABSTRACT
Many studies have shown that musical dissonance generally evokes negative affect, but few studies detail how distinct dissonant intervals, ranging in various roughness, influence emotions and cognition. This research entailed two experiments to confirm whether varying musical intervals of dissonance trigger particular negative emotions and increase cognitive interference. Experiment 1 assumed that different dissonant intervals would elicit distinct negative emotions. In a survey involving 131 participants, there was an overwhelming consensus that dissonant intervals elicited stronger high arousal negative affect than low arousal negative affect. The major 7th degree was found to evoke a significantly stronger feeling of scared. Experiment 2 investigated whether emotions-affecting dissonance would have an enhancing effect on cognitive interference. According to a color-word Stroop task conducted on 81 participants, the presence of any dissonant sound caused significantly higher reaction times and error rates than in the absence of sound. In particular, the minor 2nd degree was cognitively the most disruptive and associated with the slowest reaction times. This paper shows how different ranges of dissonance can effectively influence negative affect and heighten cognitive interference.
keyword : Dissonance and Consonance, Cognitive Interference, Negative Affect, Music Cognition, 협화음과 불협화음, 인지간섭, 부적정서, 음악 인지
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Resistive E-band Textile Strain Sensor Signal Processing and Analysis Using Programming Noise Filtering Methods
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김승전 Seung-jeon Kim , 김상운 Sang-un Kim , 김주용 Joo-yong Kim |
KJSES 25(1) 67-78, 2022 DOI : 10.14695/KJSOS.2022.25.1.67 |
ABSTRACT
Interest in bio-signal monitoring of wearable devices is increasing significantly as the next generation needs to develop new devices to dominate the global market of the information and communication technology industry. Accordingly, this research developed a resistive textile strain sensor through a wetting process in a single-wall carbon nanotube dispersion solution using an E-Band with low hysteresis. To measure the resistance signal in the E-Band to which electrical conductivity is applied, a universal material tester, an Arduino, and LCR meters that are microcontroller units were used to measure the resistance change according to the tensile change. To effectively handle various noises generated due to the characteristics of the fabric textile strain sensor, the filter performance of the sensor was evaluated using the moving average filter, Savitsky-Golay filter, and intermediate filters of signal processing. As a result, the reliability of the filtering result of the moving average filter was at least 89.82% with a maximum of 97.87%, and moving average filtering was suitable as the noise filtering method of the textile strain sensor.
keyword : Textile Strain Sensor, Noise Filtering, Moving Average Filtering, Savitzky-Golay Flitering, Median Filtering, 텍스타일 스트레인 센서, 노이즈 필터링, 이동평균 필터, 사비츠키-골레이 필터, 중간값 필터
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Effects of Size Illusion According to Distance Information Restriction on Time Perception
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김민규 Min-kyu Kim , 이원섭 Won-seob Lee , 김신우 Shin-woo Kim , 이형철 Hyung-chul O. Li |
KJSES 25(1) 79-90, 2022 DOI : 10.14695/KJSOS.2022.25.1.79 |
ABSTRACT
IThe perception of sub-second duration through the visual sensory system is affected by non-temporal characteristics (factors other than the duration of the stimulus). However, studies have shown that if distance information is abundant and size constancy maintained, the duration of the target is constantly perceived. The current study examined the relationship between size and time perception constancy in a three-dimensional environment with limited distance information. A device was constructed to limit the participants’ bilateral and monocular cues. This prevented participants from maintaining size constancy, resulting in size illusions that could not accurately perceive physical size. In Experiment 1, the size of the physical stimulus of reference and test stimuli were the same at all viewing distances. The results suggest that, despite the same physical size, stimuli with close observations were perceived to be greater and lasted longer. In Experiment 2, the retinal size of the reference stimuli and test stimuli was controlled equally at all viewing distances. As a result, although the physical size of the stimuli increased as the observation increased, the perceived size of all the stimuli was the same. Therefore, the duration of the target was constantly perceived at all viewing distances. The results of this study demonstrate that even when distance information is limited, time perception is affected by the perceived size of the object. It also suggests that when rich distance information exists, the duration of the object can be constantly perceived even if the observation distance varies.
keyword : Distance Information, Perceptual Constancy, Size, Tme Perception, Viewing Distance, 거리 정보, 지각 항상성, 크기, 시간 지각, 관찰 거리
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The Uncanny Valley Effect for Celebrity Faces and Celebrity-based Avatars
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정나리 Na-ri Jung , 이민지 Min-ji Lee , 최훈 Hoon Choi |
KJSES 25(1) 91-102, 2022 DOI : 10.14695/KJSOS.2022.25.1.91 |
ABSTRACT
As virtual space activities become more common, human-virtual agents such as avatars are more frequently used instead of people, but the uncanny valley effect, in which people feel uncomfortable when they see artifacts that look similar to humans, is an obstacle. In this study, we explored the uncanny valley effect for celebrity avatars. We manipulated the degree of atypicality by adjusting the eye size in photos of celebrities, ordinary people, and their avatars and measured the intensity of the uncanny valley effect. As a result, the uncanny valley effect for celebrities and celebrity avatars appeared to be stronger than the effect for ordinary people. This result is consistent with previous findings that more robust facial representations are formed for familiar faces, making it easier to detect facial changes. However, with real faces of celebrities and ordinary people, as in previous studies, the higher the degree of atypicality, the greater the uncanny valley effect, but this result was not found for the avatar stimulus. This high degree of tolerance for atypicality in avatars seems to be caused by cartoon characters’ tendency to have exaggerated facial features such as eyes, nose, and mouth. These results suggest that efforts to reduce the uncanny valley in the virtual space service using celebrity avatars are necessary.
keyword : Uncanny Valley Effect, Celebrity, Face, Avatar, 언캐니 밸리, 연예인, 얼굴, 아바타
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Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff
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김영진 Young-jin Kim , 유훈식 Hoon-sik Yoo |
KJSES 25(1) 103-114, 2022 DOI : 10.14695/KJSOS.2022.25.1.103 |
ABSTRACT
Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.
keyword : VR Toon, Tablet PC Toon, AttrakDiff, Emotional Evaluation, Emotional Experience, Usability Test, VR툰, 태블릿 PC 툰, 감성 평가, 감성 경험, 사용성 평가
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A Study on the Effect of EMS Wrist Guards for Wrist Tunnel Syndrome in Lure-Fishing Participants
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최윤성 Yoon-seung Choi , 박진희 Jin-hee Park , 김주용 Joo-yong Kim |
KJSES 25(1) 115-128, 2022 DOI : 10.14695/KJSOS.2022.25.1.115 |
ABSTRACT
This study investigates the effect of wrist guards equipped with electronic muscle stimulation on reducing wrist pain and improving wrist function of actual lure fishing participants. This study combined conductive fabrics by selecting two products of wrist guards that can be used in lure fishing, which requires holding fishing rods with hands for a long time. It was conducted on ten healthy men aged 35 to 45, and the selection conditions were selected for those who did not have a history of surgery on the wrist and are currently enjoying lure fishing as a hobby. The experimental movement was performed 100 times before each experiment to cause delayed muscle pain to cause wrist fatigue when lure fishing was performed with the operation of grip strength and range of motion. As a result of this study, it was found that pain reduction, range of motion, and grip strength were improved when electrical stimulation was applied after wearing a wrist band in the form of a wrist wrap and semi-gloves. The conclusion of this study was that when electrical stimulation was applied to the wrist guards, the effect of improving the fatigue and function of the wrist could be confirmed through experiments. Through this study, it is expected that wearing electronic muscle stimulation wrist guards will have a significant effect on preventing wrist injuries and improving functional recovery for lure fishing participants.
keyword : EMS/Electronic Muscle Simulation (EMS), Lure-Fishing, Wrist Guards, Wrist Pain, Wrist Tunnel Syndrome, 루어낚시, 손목보호대, 손목터널증후군, 손목통증, 전기자극
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