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장필식,Jang, Phil-Sik 대한인간공학회 2007 大韓人間工學會誌 Vol.26 No.3
Viewers remember seeing more of the scene than was present in the physical input: an illusion known as boundary extension. This study examined the aspects of the distortion by presenting 69 subjects with wide-angle views of four scenes. Results of recognition and reproduction test showed that the boundary extension is not a unidirectional phenomenon. On the contrary, boundary restriction and foreground extension were observed with extreme wide-angle views of scenes. Results support the hypothesis that boundary restriction and foreground extension were mediated by the activation of a memory schema during picture perception.
연결형 합성음성을 이용한 경보음의 주관적 위급도 정량화
장필식,이경태,Jang, Pil-Sik,Lee, Gyeong-Tae 대한인간공학회 2006 大韓人間工學會誌 Vol.25 No.2
This paper presents an experimental study of the factors modulating the urgency perception of voice alarm generated by concatenative synthesizers. Four experiments were conducted using psycho-physical approach in which 105 participants made magnitude estimation for urgency perception of various voice alarm stimuli. Experiment 1 identified 6 acoustic and non-acoustic factors modulating the perceived urgency of synthesized voice alarm. Experiment 2, 3 and 4 quantified the relations between the objective changes in each of the quantifiable parameters and the subjective changes in urgency perception. This research has implications for the design and implementation of synthesized voice alarm systems where urgency mapping is required.
Web 기반의 감성평가를 활용한 전기자동차 익스테리어 디자인
장필식,최출헌,Jang, Phil-Sik,Choi, Chool-Heon 대한인간공학회 2006 大韓人間工學會誌 Vol.25 No.4
Consumer satisfaction and feelings with form play an essential role in determining the success of a product. However, contemporary industrial design processes typically employ designer driven, intuitive methods for generating and evaluating form concepts. This paper describes the implementation process of web based design support system that helps assess customer's feelings or sensibilities of forms created in each stages of design process. The present web based approach provides designers with fast and various feedbacks about their design in each stage by using assessment with object VR and web 3D as well as ordinary 2D images. Practical application for exterior design of electric vehicle was illustrated and the further refinement of the design support system was discussed.
장필식,Jang, Phil-Sik 대한인간공학회 2007 大韓人間工學會誌 Vol.26 No.1
The uncanny valley is a hypothesis about robotics concerning the emotional response of humans to robots and other non-human entities. Although it stands today as one of the robots and synthetic characters, the uncanny valley was speculative and few studies have been performed to test the theory. In two experiments, a total of 183 participants were employed to explore this hypothesis. The results of experiment 1 indicate that the perceived human likeness of a robot is not a key factor causing uncanny valley. And the results of experiments 2 suggest that even if the appearance and motion of a robot become fully human, the emotional response of humans could not reach human-human empathy levels.
컴퓨터 매개환경에서의 Flow 경험과 시간감각의 왜곡 : 매체환경 간 비교연구
장필식 한국콘텐츠학회 2007 한국콘텐츠학회논문지 Vol.7 No.4
Flow theory has been borrowed from psychology to address positive user experiences with computers and Internet. The flow experience in computer-mediated environment (CME) has been correlated to increased communication, learning, exploratory behavior and positive affect. A comparative experiment between CME and traditional paper-pencil environment was conducted to verify whether particular environments or interfaces are more conducive to yielding flow among users. The results showed that there were no differences in flow dimensions except ‘enjoyment’ between CME and paper-pencil environment. But the distorted senses of time among users were significantly different between the media environments. Flow는 심리학 분야로부터 차용되어 컴퓨터와 인터넷 사용 시 사용자의 긍정적 경험을 설명하는 주요 개념으로 이용되고 있다. 컴퓨터 매개환경(CME: Computer-Mediated Environment)에서 flow 경험은 탐구적 행위와 통신, 학습을 촉진시키며 긍정적 감성을 유발한다고 한다. 본 연구에서는 컴퓨터 매개환경과 전통적인 紙筆(paper-pencil)환경에서의 비교 실험을 통해, 매체환경(media environment) 간 사용자의 flow 경험 차이를 검증하였다. 실험결과, ‘재미(enjoyment)’ 이외의 대부분의 flow 경험 차원(dimension)에서 매체환경 간 차이를 보이지 않았다. 그러나 사용자들이 느끼는 시간감각의 왜곡(distorted sense of time)은 두 매체환경 간에 유의한 차이가 있는 것으로 나타났다.