
http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
Analysis of Emotional Responses for Students in a Non-Face to Face (NF2F) Learning Environment
Jiyoung Kwahk(곽지영),Yubin Won(원유빈) 대한인간공학회 2021 대한인간공학회 학술대회논문집 Vol.2021 No.11
Objective: The purpose of this study is to find a solution that can improve the emotional responses of the users in non-face-to-face (NF2F) communication environments. The authors examined the positive and negative emotional responses experienced by the users in a NF2F learning environment, based on which solutions that can compensate for the shortcomings of NF2F interactions causing negative emotional responses were derived. Background: Due to the spread of COVID-19, face-to-face contact is discouraged, and we are forced to adopt NF2F methods in most working environments such as schools, companies, music concerts, festivals, art performances, etc. Especially in schools, teachers and students are enduring NF2F classes for almost two years now. Although there are many platforms available for online learning activities, the emotions felt by teachers and students who use them are not fully considered. Method: Two user survey sessions were conducted online to understand the emotional responses of the students in non-face-to-face real-time video lectures. In the first survey, overall emotional response patterns regarding NF2F classes were examined. A total of 225 people participated in the survey. They were asked to answer a series of structured questions to assess the type of emotions experienced during NF2F lectures, designed based on the Plutchik’s Wheel of Emotions. In the second survey, we investigated more detailed emotional responses along with the causes with respect to each step of the user journey. A total of 150 students participated online. They were asked to answer a series of structured questions to assess the type of emotions as well as the causes of the positive or negative responses for each step of user journey of NF2F lectures. Results: The emotions most frequently felt by the users of non-face-to-face lectures include: serenity (87%), boredom (84%), distraction (80%), acceptance (65%), apprehension (65%), and annoyance (60%). Among the steps of the user journey, users experienced negative emotions most frequently in connecting to the classes, waiting rooms, audio-visual settings, attendance check, sharing screens, and asking questions. Conclusion: Solutions to resolve the causes of the negative emotional responses were suggested based on the results. Application: This study is a basic research for vitalizing non-face-to-face industries by developing an Affective Intelligence Model that supports the interactions for remote or virtual working environments, which has recently emerged as an essential requirement for global industrial competitiveness in the post-pandemic era.
스마트시티 계획 수립에서 bottom-up approach의 중요성
장혜지(Hyeji Jang),곽지영(Jiyoung Kwahk),정다운(Dawoon Jeong),류현영(Hyun Young Ryu) 대한인간공학회 2019 대한인간공학회 학술대회논문집 Vol.2019 No.5
This study aims to present the importance of the bottom-up approach by comparing and analyzing two approaches for establishing safe smart city design in Pohang. In order to solve various urban problems, or to develop the efficient new city, the world is paying attention to smart city. It is essential to combine top-d own and bottom-up approach in order to create citizen-sentiment smart city. Korea is also pursuing for various smart city plans, but most are government driven. To collect plans that are underway or being targeted, interviews were conducted with the person in charge from 18 departments of Pohang city hall. As part of the Bottom-up method, a survey was conducted on Pohang citizens to collect safety-related requirements. The responses collected through each method were classified by open card sorting and compared. Pohang city plans were classified into four categories: hardware improvement, software improvement, service procurement, and data and technology. The responses collected from 297 citizens were classified as functional requirements, non-functional requirements, and emotional discomfort. As a result of comparing two approaches, it was confirmed that there is a difference in the scale and items of the problem to be solved. In addition, it was shown that there was a limitation to the utilization of data and technologies. The results of this study indicate necessity of a bottom-up approach and participation of various organizations when establishing a smart city plan.
차선 유지 보조 시스템으로 인해 발생하는 이질감의 계측에 대한 연구
박규동(Kyudong Park),곽지영(Jiyoung Kwahk),한성호(Sung H. Han),송민석(Minseok Song),최동구(Dong Gu Choi),장혜지(Hyeji Jang),김도현(Dohyeon Kim) 대한인간공학회 2018 대한인간공학회지 Vol.37 No.4
Objective: The objective of this study is to investigate the intrusive feeling caused by a Lane Keeping Assistance System (LKAS) and measure it objectively through the sensor log data of a vehicle. Background: LKAS, one of the Advanced Driver Assistance System (ADAS), directly intervenes in the steering wheel control to assist the driver to keep the lane. Due to the torque generated by the LKAS, the driver has a different and undesirable feeling from a usual situation, which can affect the driving experience. Nevertheless, the performance of the LKAS in most studies focused only on how well the system keeps the lane. Method: Through an actual driving test using a test vehicle equipped with an LKAS, two ADAS experts and two human factor experts observed the intrusive feeling while collecting sensor log data at the same time. After the types of the intrusive feeling were classified, variables that could account for the feeling were derived. Then, this study compared the data collected from the vehicle with and without the intrusive feeling. Results: Three types of the intrusive feeling were observed: abrupt lateral change, steering wheel vibration, and heavy steering. The lateral speed (LS), the high-pass filtered steering angle (FSA), and the interrupt torque (IT) were then derived as the variables that could explain each feeling, respectively. It is found that the patterns of the derived variables are different in driving with and without the intrusive feeling. Conclusion and Application: The intrusive feeling found in this study can be used as a performance index in the development stage of the LKAS. It will be helpful to systematically reduce the intrusive feeling.
밀레니얼 세대의 멀티 디바이스 미디어 이용에 대한 조사 및 분석
이민규(Mingyu Lee),곽지영(Jiyoung Kwahk),한성호(Sung H. Han),정다운(Dawoon Jeong),박규동(Kyudong Park),김주환(Ju Hwan Kim),오석민(Seokmin Oh),채건호(Gunho Chae) 대한인간공학회 2017 대한인간공학회지 Vol.36 No.6
Objective: The aim of this study is to understand the multi-device media usage behaviors of the ’Millennial’ generation, focusing particularly on music, photo, and videos. Background: Millennials are generally defined as those who were born between early 1980’s and early 2000’s, and they are known to be familiar with various digital devices since childhood. Since they constitute more than 30% of the global population, they now became the most important target users for most companies. Therefore, identifying the characteristics of the millennials and reflecting them in product development is now essential to be successful in the market. Although many studies have been conducted to understand the characteristics of the millennials, they focus on the common characteristics of millennials as a whole. Method: In this study, an online survey was conducted with a total 360 millennial users. Participants responded to survey questions including the degree of interest in media and media devices, degree of media usage, types of media devices in use, goals and purposes of media usage, and the pain points of using media in a multidevice environment. Results: The results showed that the millennials were generally interested in new media devices or services and that they were willing to utilize a variety of functions to enrich their media life. Different from our expectations, however, not all of them were so active in investing money to purchase numerous media devices or services. In a multi-device environment, the millennials were consuming media using a variety of wireless devices, such as smartphones, digital camera, tablet PC, and Bluetooth speakers or headphones, but were having difficulty in using them. Conclusion & Application: This study investigated the media usage of the millennial users. The results of this study are expected to help designers to better understand the media-related characteristics of this emerging generation in more precision and to offer devices and services that millennials love.
김지우(Jiwoo Kim),곽지영(Jiyoung Kwahk) 대한인간공학회 2021 대한인간공학회 학술대회논문집 Vol.2021 No.11
Objective:. ZOOM을 활용한 비대면 수업에서 원활한 수업 환경을 조성하고 학생과 교수자의 소통을 돕는 챗봇을 제안한다. 기존 비대면 수업 환경에서는 마이크 볼륨이 작아 목소리가 들리지 않거나 화면 공유을 잘못하여 엉뚱한 화면이 송출 되는 등의 기술적 문제와 교수자가 학생이 채팅 기능으로 남긴 질문을 놓치는 소통의 문제가 있었다. Method: 본 챗봇은 수업 참가자가 자료를 공유하거나 장시간 발언을 하는 경우 다른 참가자에게 공유 상태에 대한 피드백을 수집한 뒤 당사자에게 전달하여 마이크 볼륨이나 공유 화면을 수정할 수 있도록 돕는다. 학생이 채팅으로 남긴 질문을 수집하여 교수자 화면의 상단 배너에 질문 개수와 내용을 제공한다. 교수자는 질문을 확인하면 ‘확인’버튼을 눌러 학생에게 알림을 보낸다. User-Journey map을 디자인하고 이를 기반으로 chatbot buuilder와 ZOOM에서 제공하는 SDK를 활용해 어플리케이션을 개발한다. Conclusion: 질의응답 및 수업 환경 설정에 도움을 주는 챗봇을 제안하여 교수자와 학생의 소통을 돕고자 한다. Application: 본 챗봇으로 수업을 비롯한 다양한 비대면 발표 상황에서 안정적인 환경 유지와 원활한 질의응답을 위해 활용할 수 있을 것이다.
정동영(Dong Yeong Jeong),곽지영(Jiyoung Kwahk),한성호(Sung H. Han),박주환(Joohwan Park),이민규(Mingyu Lee),장혜지(Hyeji Jang) 대한산업공학회 2017 대한산업공학회지 Vol.43 No.5
The purpose of this study is to develop pedestrian experience framework and its’ applicability to gather experiences of the mobility handicapped. Thanks to an increasing attention to a pedestrian-friendly walking environment, ‘walkability’ has gained interests of the researchers in various fields. Studies on walkability conducted so far, however, focused mainly on the ease and safety of walking. Considering that people’s usage of the pedestrian environment is not limited to ‘walking’ purposes only, it is difficult to reflect what pedestrians are actually experiencing within the concept of walkability. Pedestrian Experience (PX) is a concept that expands the walkability to include a wider spectrum of what the pedestrians are experiencing in their everyday lives. Special efforts are needed for the mobility handicapped, who are more likely to face discomforts than others do during walking. In order to identify the PX framework, which consists of PX principle, pedestrian environment, and walking characteristics, more than 250 previous studies were collected and analyzed. To refine the resulting framework, we then conducted an in-depth interview with the social service workers who are taking care of the mobility handicapped as well as an experience sampling method to collect the specific episodes experienced by the mobility handicapped. As a case study, we invited six different groups of people with similar mobility problems and conducted focus group interviewhard of hearing, deaf, partially sighted, blind, crutches or stick users, and wheelchair users, respectively. The PX framework suggested in this study can be used as the reference criteria for designing and evaluating the pedestrianfriendliness of our walking environment.
스마트시티 수립 계획에서 시민 설문 조사 분석 시 고려 사항 제안
장혜지(Hyeji Jang),곽지영(Jiyoung Kwahk),정다운(Dawoon Jeong) 대한인간공학회 2019 대한인간공학회 학술대회논문집 Vol.2019 No.10
Smart cities are gaining interests worldwide recently. Lessons are learned in previous efforts that the citizen engagement is key to the success of a smart city. The citizen survey is one of the most popular methods used in planning a smart city in a participatory manner. In most cases, the survey data is often analyzed by the mean rating scores (e.g, 3.5 out of 7 point scale) or the percentage of the respondents (e.g., 35% agreed), in which all the participants were considered as a whole. This often results in a limitation in interpreting the results as an effective reflection of the opinion of citizens. The goal of this study is to suggest human factors considerations for analyzing the citizen survey data collected in designing a human-centered smart city based on a study applied to Pohang City. A total of 507 citizens participated in the survey conducted to discover the citizen opinions in determining the goal of Pohang Smart City, in which 50 questions related to the economy, safety, and quality of life were surveyed. The participants were grouped into six criteria: sex, age, occupation, district, length of residence, and type of economic activity in Pohang. ANOVA and Duncan tests were used to identify statistically significant differences among the citizen groups for each question item. The results of this study suggest that the factors influencing the survey results should be considered in interpreting the citizen survey results so that the opinions of citizens can be understood more effectively. The results of this study contributed to identifying the key characteristics of the target persona and to making design decisions in designing the user journey.