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      • Circumplex Model에 의한 모바일 서비스 감성 모델링

        문성철(Sung Chul Mun),황민철(Min Cheol Whang),김용우(Yong Woo Kim),김지혜(Ji Hye Kim),박재언(Jae Un Park),조봉화(Bong Hwa Jo) 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.5

        Emotions have been induced by either discrete approaches or dimensional approaches. The former approach included six basic emotions such as anger, disgust, fear, joy, sadness and surprise. The latter was to represent the structure of affect as a two dimensional bipolar space, including valance and arousal axes. The dimensional approach to emotions in this study was tried to define new affective domains in mobile services. The circumplex model, a representative model in dimensional approaches has been proved to be an effective way in representing complicated emotions of people. In addition, lots of studies related to the dimensional approach have been done to reveal the structure of actual affective experience. However, few attempts have been made to systematically define the structure of affect in mobile services. This study was to construct a new affective model for mobile services and to define proper affect domains. The procedures of this study were as follows: affective words had been gleaned from user reviews, depth interviews, behavior analysis and literatures on emotion-denoting adjectives elicited while using mobile services. The collected 207 words were stratified and integrated by frequency analysis and KJ method. Systematic methods such as FGI, scenario techniques and factor analysis were used to extract proper emotion words and to verify them. The resulting 26 words were analyzed in two approaches based on judgments and experiences. In spite of differences in the measurement models and in the procedures employed in collecting data, the two approaches yielded a remarkably consistent structure of affect except for differences in a few emotions. The thing that matters most in the processes was that the common axes of valance and arousal dimensions were obtained from both the self-reported and similarity data. In this study, we proposed a new affective model for mobile services in order to help grasp users’ emotions. The proposed model will contribute to revealing the structure of actual affective experiences in mobile services. Also, this model is expected to be a framework in developing affective mobile services and in enhancing the quality of mobile services. More studies on mapping the affective domains obtained from this study onto some specific mobile services should be followed in the future.

      • KCI등재

        3D TV 시청으로 유발된 시각피로가 자율신경계 기능에 미치는 영향

        박상인 ( Sang In Park ),황민철 ( Min Cheol Whang ),김종화 ( Jong Wha Kim ),문성철 ( Sung Chul Mun ),안상민 ( Sang Min Ahn ) 한국감성과학회 2011 감성과학 Vol.14 No.4

        최근 3D TV 보급과 확산에 따른 시각 피로문제가 대두되면서 시각 기능과 인지적 관점에서의 연구가 활발하다. 그러나 3D 시각피로가 자율신경계 기능에 미치는 영향에 대한 연구는 미비하다. 따라서 본 연구에서는 3D TV 시청으로 유발되는 3D 시각피로가 자율신경계 기능에 미치는 영향과 이 영향이 교감 및 부교감 신경계와 심혈관계 반응에 미치는 영향을 확인하고자 한다. 피험자는 20 대 남녀 대학생 15 명(남 6 명, 여 9 명, 평균나이 22.53 세 ± 2.55 세)을 대상으로 하였다. 피험자는 편안한 의자에 앉아 3D TV를 1시간 시청하였다. 3D TV 시청 전과 후의 1분간 맥파(PPG, Photo-PlethysmoGram)를 측정하였고 주관설문을 실시하였다. 측정된 신호에서 SDNN (standard deviation of RR intervals), RMS-SD(root mean square successive difference), HF/LF ratio, Ln(LF), Ln(HF)를 추출하여 교감 및 부교감 신경계, 그리고 심혈관계 반응을 확인 하였다. 연구 결과 HF/LF ratio, Ln(LF), Ln(HF)는 시청 후에 유의하게 감소하였고, SDNN, RMS-SD는 통계적 유의차를 확인할 수 없었다. 이 결과는 3D 시각피로가 자율신경계 기능에 영향을 미치고 이로 인해 교감신경계가 항진되는 반응이 나타나며, 심박 변화율이 감소하는 결과를 초래할 가능성을 확인 하였다. As technology in 3D industry has rapidly advanced, a lot of studies primarily focusing on visual function and cognition have become vigorous. However, studies on effect of 3D visual fatigue on autonomic nervous system have not less been conducted. Thus, this study was to identify and determine the effect that might have a negative influence on sympathetic nervous system, parasympathetic nervous system, and cardiovascular system. Fifteen undergraduates (female: 9, mean age: 22.53±2.55) participated and were sat on a comfortable chair, viewing a 3D content during about 1 hour. Cardiac responses like SDNN(standard deviation of RR intervals), RMS-SD(root mean squared successive difference), and HF/LF ratios extracted from the measured PPG(Photo-PlethysmoGram) before viewing 3D were compared to those after viewing 3D. The results showed that after subjects watched the 3D, responses in sympathetic nervous system and parasympathetic nervous system were activated and deactivated, respectively relative to those before watching the 3D. The results showed that HF/LF ratio, Ln(LF), and Ln(HF) after viewing 3D were significantly reduced relative to those before viewing 3D. No significant effects were observed in SDNN and RMS-SD. Results obtained in this study showed that visual fatigue induced by watching 3D adversely influenced autonomic nervous system, and thereby reduced heart rate variability causing sympathetic nervous acceleration.

      • 얼굴 인식에 의한 각성도 측정에 관한 연구

        박재언(Jae Un Park),황민철(Min Cheol Whang),김용우(Yong Woo Kim),김지혜(Ji Hye Kim),문성철(Sung Chul Mun),조봉화(Bong Hwa Jo) 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.5

        The purpose of this study was to define emotions in the degree of arousal by distinguishing the specific features in facial expressions. A web camera was used to obtain images for extracting the coordinates of features in eyes, eyebrows, and mouths. Seven major factors that dictated the degree of arousal were drawn out by calculating the distances and angles of the coordinates. Of the factors, five factors were finally determined by a pre-test. Mapping the data in facial expressions onto subjective evaluations was tried to elevate the validity. Participants were three undergraduates of Sangmyung University, not visually handicapped. Two sets of relaxing and arousing movies were presented to each subject. Each movie popped up on the screen in order of relaxing, arousing, relaxing, and arousing movies every 90 seconds with rest for 70 seconds. The degrees of arousal in their facial expressions changed by the stimuli were measured. Each participant was asked to score what they felt in the degree of arousal. The rating was on a 1-to-7 Likert scale. Then, the two data was compared by drawing a matrix. The concordant rate of 75% between facial expressions and subjective evaluations was confirmed. This study was significant in that the approach to analyzing the degree of arousal in facial expressions and to comparing it with subjective judgments was carried out. The result gained from this study is expected to help define emotions in the degree of arousal. More studies on facial expressions of emotions in the aspects of valence and arousal dimensions should be followed in the future.

      • 미디어스킨의 감성 인터랙션 요소에 관한 연구

        김용우(Yong Woo Kim),황민철(Min Cheol Whang),김지혜(Ji Hye Kim),조봉화(Bong Hwa Jo),박재언(Jae Un Park),문성철(Sung Chul Mun) 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.5

        This study was to analyze emotional interaction factors in media skin and to suggest a guideline. The interaction area 3m away from the media skin stimulator was designated. 30 undergraduates aged 20 to 30 years old (M=25, SD=2.05), not visually handicapped people had participated in the experiment. They were asked to score what they felt in interest, relaxation, and stability levels while interacting with the media skin simulator. The rating was made on a 1-to-7-likert scale. The data was analyzed by the one-way ANOVA procedure. Different results in interest, relaxation, and stability levels were obtained in each sensing delay and reaction time level. The data was also analyzed by the independent t-test. The two-way interaction type directly controlled by users showed the higher scores in interest level than the visual-way type. The interaction area that showed the highest preference score was the 7×6㎝ pixel size. This study was significant in that interaction factors in media skin under the spotlight were systematically analyzed. The studies on media skin reflecting affective interaction factors and user needs should be followed in the future.

      • 모바일 위젯 사용자의 감성요소 연구

        조봉화(Bong Hwa Jo),황민철(Min Cheol Whang),김용우(Yong Woo Kim),김지혜(Ji Hye Kim),박재언(Jae Un Park),문성철(Sung Chul Mun) 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.5

        This study was to suggest emotional factors in mobile widgets. Participants were 30 undergraduates (18 males and 12 females), aged from 23 to 29 years (M=25, SD=2.05). AIO lifestyle surveys were carried out to extract emotion-denoting adjectives in mobile widgets. The extracted emotion words were classified according to visceral, behavioral, symbolic levels (Norman, 2004). Similarity rating of the emotion words was made on a 1-to-5-Likert scale. 7 representative emotion words were drawn out by the factor analysis procedure. They were mapped into the two dimensional space by multidimensional scaling procedure. Functional factors in mobile widgets were defined according to characteristics of mobile contents. The mapped emotion words were tried to link up with the functional factors. This study determined major factors significantly related to the representative emotions elicited in mobile widgets. The findings in this study are expected to be a guideline that can maximize affective satisfaction of users in mobile widgets.

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