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성공적인 블록체인 서비스를 위한 제안: 서비스 가치와 기능 및 문제점 분석
권기민(Kimin Kwon),한성호(Sung H. Han),장혜지(Hyeji Jang),김주환(Ju Hwan Kim) 대한인간공학회 2020 대한인간공학회 학술대회논문집 Vol.2020 No.6
Blockchain is a distributed database based on a pure P2P network. Blockchain has many advantages such as transparency, immutability, security, etc. Various fields try to introduce blockchain because it is expected to overcome the problems of a centralized system such as trade inefficiency and transparency problems. Many services use blockchain to provide values to their users. However, not all blockchain services are operating successfully. In order for a service that adopts new technology to be successful, it is important to understand the changes that technology has on the service in terms of users and provide the values they want. Blockchain services have different features from existing services such as permanent storage of transaction records, system security using a private key, and reward system. Nevertheless, few studies have considered it from the user’s point of view. This study proposes problems that need to solve to operate blockchain services successfully. This study collected 52 blockchain services and their user reviews. They were analyzed through open card sorting. As a result, it was found that blockchain services introduced new functions to provide values. Also, there are differences between the value services provided and the value the users obtain.
모션 효과가 4D 영화 관객의 감성 및 감정에 미치는 영향 조사
정다운(Dawoon Jeong),한성호(Sung H. Han),권기민(Kimin Kwon),신완선(Wan Sun Shin) 대한인간공학회 2021 대한인간공학회 학술대회논문집 Vol.2021 No.6
The aim of this study is to experimentally investigate whether the motion effects change the affects and emotions of 4D movie audiences. Motion effect refers to the movement of the seat, which is the most frequently provided 4D effect in 4D movies. It is necessary to reveal the types of affects/emotions that motion effects arouse in order to design an appropriate motion effect that elicits target affects/emotions. In this study, affects and emotions were elicited with movie clips and single roll motion effects. A total of 32 participants evaluated the intensity of their affects/emotions that they recognized and felt through questionnaires. Four affects (strong, dangerous, nice, and urgent) and eight emotions (surprised, worried, angry, embarrassed, sad, scared, disgusted, and happy) were evaluated. The results show that the participants recognized strong and dangerous and felt surprised more intensely when the single roll motion effect is provided. It is inferred that this results were derived by the force delivered from the motion effect and unexpected timing at which motion effect is provided. This study confirmed the potential ability of motion effects to control affects and emotions. The results of this study can be used in various fields where motion effects or vestibular stimulation are provided.
김주환(Ju Hwan Kim),한성호(Sung H. Han),장혜지(Hyeji Jang),권기민(Kimin Kwon) 대한인간공학회 2020 대한인간공학회 학술대회논문집 Vol.2020 No.6
User experience has been actively studied in various fields for a long time, but with the changes in the industry, the concept and scope of user experience have changed. Over time, products are combined with other products or systems to become a product that better meets the needs of users. Also, with the introduction of new technologies, existing business models are being transformed or new types of business models are emerging. This study examined the various approaches to the user experience through a literature review to investigate the concept and scope of user experience. As a result, we found that many studies are focused on the experience of users and customers. By comparing the definitions, dimensions, and characteristics of the two experiences, we could determine the similarities and differences in the actors and targets of interaction in both user and customer experiences.
Factors Influencing Affects and Emotions in 4D Contents
Wan Sun Shin(신완선),Sung H. Han(한성호),Dawoon Joeng(정다운),Kimin Kwon(권기민) 대한인간공학회 2021 대한인간공학회 학술대회논문집 Vol.2021 No.11
This study aims to derive the factors that can influence the affects and emotions of the audience when experiencing 4D contents. The 4D content means the audio-visual content with the 4D effect(s) such as the motion effect of the chair, vibration, wind, water, and scent, and etc. Previous studies found that the affects and emotions of the audience are influenced by the audio-visual contents or the 4D effects. However, it is difficult to find the research studies that have comprehensively explored factors influencing affects and emotions. Three experts in affective engineering were able to list up the factors influencing affects and emotions in 4D contents through brainstorming and literature survey. The factors were then classified and organized by card sorting. Brainstorming was conducted in the order of experiencing stimulus constituting 4D contents, sharing the affective/emotional experience, and discussing the factors influencing affects and emotions. The types of stimulus constituting 4D contents are audio-visual contents, motion effects, and 4D contents with both audio-visual contents and motion effect. All stimuli were extracted from the 4D movie and 4D Ride. The factors influencing affects and emotions were discussed based on the shared affective/emotional experience such as specific types of affects/emotions felt and scenes expressing the affects/emotions. The factors were updated through a literature survey. The research about the affective and emotional effects of design elements of 4D contents was reviewed. The taxonomy of the factors influencing affects and emotions was established by card sorting. The taxonomy includes a total of 67 factors, of which 58 were derived from brainstorming and 9 from literature surveys. The 67 factors in the taxonomy were classified into 5 major categories and 17 subcategories. The five major categories consist of content, expressive, physical, individual, and environmental characteristics. The factors in the content, individual, and environmental characteristics were mainly derived from brainstorming while watching the audio-visual contents. The factors in the expressive and physical characteristics were mainly derived from brainstorming while experiencing motion effects. The factors derived from the literature survey compensate demographic and trait factors in individual characteristic, and facility factors in environmental characteristic. In this study, the design elements of 4D contents that influence affects/emotions were derived and classified through brainstorming, literature survey, and card sorting. It is necessary to investigate the degree of impact of the factors in order to design the 4D content audience’s affective/emotional experience. This study is a basic study on designing the affective/emotional 4D contents with motion effects. The taxonomy of the factors influencing affects and emotions be used to improve the audience’s affective/emotional experiences in 4D contents with motion effects such as movies or games.
장혜지(Hyeji Jang),한성호(Sung H. Han),김주환(Ju Hwan Kim),권기민(Kimin Kwon) 대한인간공학회 2020 대한인간공학회 학술대회논문집 Vol.2020 No.6
Blockchain enables a decentralized system to operate. It can provide benefits to users such as improving impartiality, stability, reducing service costs, and processing time. The number of decentralized applications (DApp) is now exploding. Users could receive new values and experiences through the blockchain products or services. It is important to provide a good UX for products or services that introduce blockchain. However, there are a few research studies on what factors the blockchain product or service should consider to provide a good UX. This study aims to derive the components of blockchain user experience (UX). A literature survey, blockchain service analysis, and a user survey were conducted. A total of 96 articles, including 39 blockchain UX related articles, were collected. Service values and functions that obtained from introducing blockchain technology were identified from analyzing 126 blockchain services. Finally, a user survey was conducted on the blockchain-based cryptocurrency exchange. As a result, five components of blockchain UX including usability, affect, sociability, economic value, and trust were derived along with their sub-components.