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        검색결과 44

        21.
        2018.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 센서의 표면적 변화에 따른 입체적 호흡수 센서의 센싱 방식을 제안하고, 직물 기반의 입체적 호흡수 센서의 성능 평가 및 의복에 적용할 수 있는 디자인 방향성을 탐색하고자 한다. 이를 위해 입체적 구조의 차이에 따라 2가지 유형의 입체적 호흡수 센서를 제작하고 더미와 인체 대상으로 연구를 실시하였다. 연구Ⅰ은 더미 대상 실험으로 센서의 유형 및 호흡 속도의 연구변인에 의해 입체적 호흡수 센서의 측정 가능성을 탐색하였다. 연구Ⅱ는 7명의 20대 남성을 대상 실험으로 연구Ⅰ의 연구변인 이외에 3개의 측정 위치별 적합한 유형의 센서를 제안하였다. 입체적 호흡수 센서의 정확도, 재현성, 신뢰도를 평가하기 위해, 의료기기 분야의 대표적 웨어러블 호흡수 센서인 BIOPAC을 사용하여 입체적 호흡수 센서와 동시에 호흡수를 측정하였다. 이상의 연구 결과를 통해 더미 대상으로 입체적 호흡수 센서의 측정 가능성을 탐색하였으며, 인체 대상으로 호흡수를 측정하여 측정 위치별 적합한 유형의 센서를 제안하였다.
        4,000원
        22.
        2017.07 구독 인증기관 무료, 개인회원 유료
        Driven by the ability to interconnect with key modern trends of healthcare and fitness, wearable devices are attracting significant level of interest from sports industry marketers. Wearable devices are the new electronic technology equipped with sensors, internet connections, processors, and operating systems and used external to the body, either attached as an accessory or embedded in clothes (Li, Wu, Gao, & Shi, 2016; Raskovic, Martin, & Jovanov, 2004; Yang, Yu, Zo, & Choi, 2016). As fully functional, self-contained electronics, wearable devices allow users to access information measured anytime and anywhere. According to ABI Research (2016), the global wearable device shipments will increase from 202 million in 2016 to more than 501 million by 2021. Specifically, market reports show that wearable fitness trackers have dominated the consumer market for wearable devices by accounting 85% of the wearable technology market in 2016 (International Data Corporation, 2016). A wrist-worn type of wearable fitness devices is the most popular but chest worn type, apparel, and other types (e.g., clip-on, ear-worn, etc.) of wearable devices are also used for fitness tracking. Wearable fitness devices analyze accumulated data of the users’ physical activity as well as provide the health and fitness status in real time. Studies on behavior change through wearable technology showed that feedback based on accurate and insightful analysis could lead long-term use of wearable devices (Fritz, Huang, Murphy, & Zimmermann, 2014; Patel, Asch, & Volpp, 2015). In this regards, smart applications linked to wearable fitness devices are widely used. As electronics IT products and services are recognized as an instance of fashion objects, many studies on the user acceptance of the products and services have focused on the importance of product design and visual attractiveness (Cyr, Head, & Ivanov, 2006; Tzou & Lu, 2007). However, little research has been done on user acceptance and behaviors of wearable fitness devices and smart applications linked to the devices focusing on the effect of the design aesthetics. Thus, the current study seeks to better understand the relationship between design aesthetics and the extended technology acceptance model (TAM) including perceived usefulness, perceived ease of use, and perceived enjoyment. In addition, this study seeks to explore the synergistic effect of visual attractiveness of the smart applications linked to them on adoption process of wearable fitness devices and the related services. The definition of fashion is “a way of behaving that is temporarily adopted by a discernible proportion of members of a social group because that chosen behavior is perceived to be socially appropriate for the time and situation (Tzou & Lu, 2009, p. 312- 313).” A fashion object has some unique characteristics including styling, aesthetics, ego gratification, etc. and is perceived to be newer, more novel, more aesthetic or even more attractive than other choices (Tzou & Lu, 2009, p. 313). As iPhone and iWatch have changed the market trends of IT products and services, it is significant that consumer electronics products with visually attractive design are more likely dominate the market and consumers’ willingness to pay is high. As a fashion technology, the most popular type of wearable fitness devices is a bracelet that users can wear on their wrist. Users wear fitness devices 24/7 to track their physical activity to gain information for healthcare and fitness practice. Specifically, wearable fitness devices track physical activity, such as workout time and intensity, steps taken, calories burned, and even sleep patterns. By quantifying users’ behaviors, the devices can educate and motivate individuals to improve their health and fitness practices (Patel et al., 2015). Considering IT products as fashion technology, many studies on user acceptance of new technology show the importance of product design and attractiveness. Researchers found that the sensory experience of information technology as well as physical electronics products determined users’ perceived usefulness, perceived ease of use, and perceived enjoyment (Childers et al., 2001; Cyr et al., 2006; van der Hdijden, 2003). However, few studies have tested the effect of aesthetics factor on the wearable fitness device adoption process. Thus, this study defines design aesthetics as an aesthetic product design expressed through shapes, colors, and materials and user interfaces of wearable fitness devices (Yang et al., 2016) and examines the effect of design aesthetics on ergonomic conceptions such as perceived usefulness and ease of use and an emotional factor, perceived enjoyment. In addition, this study focuses on the synergistic effect of design aesthetics of a smart application linked to a wearable fitness device which can motivate use of the device by providing the users more insightful information. The devices collect users’ physical activity data 24/7 and transfer the data to a smart application linked to them, either through wireless Bluetooth syncing or plugging the device into users’ smartphone or PC. Then, the application provides useful feedback by informing the users their goals, progress, and the results of activity. Visual attractiveness of a wearable device defined by Yang et al. (2016) included an aesthetic product design expressed through the wearable device as well as through mobile applications linked to the device. However, the function and presentation of a wearable device itself and a smart application linked to the device are different. Simply, the wearable device is a hardware and the smart application is a software. To fully understand the role of a wearable fitness device which is physically presented on users’ body and a smart application linked to the device which requires more information visualization, this study examines the effects of design aesthetics of a wearable fitness device and the smart application linked to the device separately on the model of wearable fitness device and service acceptance. Introduced by Davis (1989), the TAM provides a framework for understanding the likelihood that individuals will adopt a new technology. The TAM postulates that two key factors predict a technological acceptance: perceived usefulness and perceived ease of use. Defined as “the degree to which a person believes that using a particular system would enhance his or her performance (Davis, 1989, p. 320)”, perceived usefulness describes the value users believe they could find in a wearable fitness device. Meanwhile, perceived ease of use is “the degree to which a person believes that using a particular system would be free of effort (Davis, 1989, p. 320).” According to the model, perceived usefulness and perceived ease of use combined to develop behavioral intentions which in turn lead to the adoption of a technology (Davis, Warshaw, & Bagozzi, 1992, p. 660). Regarding IT products and services adoption, researchers consistently found the positive relationship between perceived usefulness and behavioral intention to adopt a new form of technology. Zaremohzzabieh et al. (2015) found a positive relationship between perceived usefulness and behavioral intention to adopt a new form of information communication technology. Lunney, Cunningham, and Eastin (2016) examined factors affecting the adoption of wearable fitness trackers found that perceived usefulness was the key factor that influenced attitude and use. Furthermore, perceived ease of use was a direct determinant of usage behavior. Researchers have agreed that perceived ease of use also a key determinant of intention to use technology (Bhattacheijee & Hikmet, 2008; Lunney et al., 2016; Tzou & Lu, 2009; van der Heijden, 2003). In addition to the original TAM model, researchers have enhanced the model by including a hedonic component of enjoyment in the adoption of IT products and services (Childers, Carr, & Carson, 2001; Cyr et al., 2006; Dabholkar & Bagozzi, 2002). Davis et al. (1992) included perceived enjoyment in TAM defining it as “the extent to which the activity of using the computer is perceived to be enjoyable in its own right, apart from any performance consequences that may be anticipated (p.1113).” Researchers found the positive relationship between perceived enjoyment and use of technology (Cyr et al., 2006; Teo, Lim, & Lai, 1999; van der Heijden, 2003).This study investigates the antecedents, moderator and consequences of wearable fitness device and service acceptance considering them as fashion technology. With empirical analysis, the results will provide interesting insights and suggestions. First, findings will show the effect of design aesthetics on ergonomic conceptions (i.e., perceived usefulness and perceived ease of use) and an emotional factor (i.e., perceived enjoyment). This indicates that IT products are not purely results of engineering advances but be recognized as an instance of fashion objects (Tzou & Lu, 2009). Second, this study focuses on the synergistic effect of design aesthetics of smart application linked to a wearable fitness device which can motivate use of the device by providing the users more insightful information. Findings in the analysis of the effect of design aesthetics of the application and its adoption will provide deeper understanding on users’ wearable fitness device adoption by indicating overall service jointly influences users’ behavior. This study will provide useful insights and evidences to sports marketing managers how consumers make choices, how manufacturers should design services as well as hardware parts in the future.
        3,000원
        23.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적: 웨어러블 디바이스(google glass)를 착용함으로써 생길 수 있는 문제점들을 알아보고, 단기적으로 컴퓨터, 태블릿PC, 구글글라스를 사용했을 때 발생되는 조절반응량을 비교하고자 한다. 방법: 양안시 기능(조절, 버전스)이 정상인 30명(남8, 여22)을 대상으로 조절반응량을 측정하였다. 조절 반응량 비교를 위해 원거리 굴절이상도를 측정한 후 10분동안 컴퓨터, 태블릿PC, 구글글라스 순서로 같은 화면을 바라보게 하여 각각의 조절반응량을 양안개방형 안굴절력계를 이용하여 측정하였다. 결과: 양안의 조절자극량이 차이가 있을 때, 조절반응량은 각각 오른쪽(1.13±0.33D), 왼쪽(1.15±0.35D) 으로 유의한 차이가 없었다. 컴퓨터, 태블릿PC, 구글글라스의 왼쪽눈의 각 평균은 컴퓨터(0.77±0.54D), 태 블릿PC(1.42±0.45D), 구글글라스(0.29±0.18D)이다. 컴퓨터와 태블릿PC는 유의한 상관관계가 없었으나, 컴퓨터와 구글글라스, 태블릿PC와 구글글라스에서는 유의한 차이가 있음을 알 수 있었다(p<0.00). 결론: 구글글라스를 사용했을 때 발생되는 조절반응량은 극히 적었으나 조절경련이나 복시를 일으킬 만큼 의 조절이 발생되지는 않았으므로 조절에 관한 많은 연구가 필요하다. 그러나 구글글라스의 상은 허상임에 도 불구하고, 일정 정도의 조절이 유도되었으므로 조절이 약한 노안(presbyopia) 또는 강도의 원시(high hypermetropic)를 갖는 착용자들에게는 선명한 상을 보는데 어려움을 겪게 되는 요인이 될 수 있다.
        4,000원
        24.
        2016.07 구독 인증기관·개인회원 무료
        A firm’s new product success is mainly determined by how well it is accepted by the mass in a short time. Although companies have been adopting various marketing methods, word-of-mouth [WOM] has been regarded as one of the most effective means for customer acquisition (Villanueva, Yoo & Hanssens, 2008), primarily due to its reliability, social support, and support by social pressure and surveillance as Arndt (1967) has suggested (as cited in Woodside and Delozier, 1976). Moreover, online word-of-mouth is being given new significance alongside the advent of social media such as Facebook, Twitter, blogs, and other online channels (Berger and Iyengar, 2013; Dellarocase, 2003; Schafer & Taddicken, 2015). For this reason, researchers have paid a close attention to opinion leaders, who are not only early adopters of innovation themselves (Goldsmith & Witt, 2003), but also information transmitters and influencers (Vernette, 2004). Therefore, this study aims to identify both online and offline opinion leaders, who could adopt new products first, and diffuse the adoption of new products to others. Thus, this study draws upon the innovation diffusion theory conceptualized by Rogers (1995). According to Rogers (1995), innovation is defined as an individual’s or an organization’s perception of an idea as new. In addition, he articulates that if an innovation is transferred through certain communication channels over time within a social system by its members, diffusion occurs (Rogers, 1995; Rogers, 2002). The main purpose of this paper is to examine the intermediary role of opinion leadership as a quintessential link between consumer characteristics (consumer innovativeness and lifestyle and values) and new product adoption behavior. The research data is collected through survey, which is conducted by distributing questionnaires to a group of users of Apple Watch by Apple, Mi band by Xiaomi, and the products by Fitbit. The model of the study will be tested through structural equation modeling approach. In particular, this paper considers not only regular opinion leadership in offline context, but also online opinion leadership in order to go with the tide of the developing online world. Moreover, this study selects wearable technology as a new product category, which makes the overall research highly fashion-oriented. Furthermore, this study explores the moderating effect of involvement of product category on the relationship between lifestyles and values and opinion leadership. The author anticipates that fashion innovativeness and four lifestyle and values factors (sense of accomplishment, self-fulfillment, excitement, and fun and enjoyment) will positively affect online and offline opinion leaderships, which again will have a positive influence on new product adoption behavior. Moreover, this study predicts that the correlation between lifestyles and values and involvement of product category will have a positive influence on online and offline opinion leaderships and new product adoption behavior. This study may contribute both to the academia and to the managers within businesses that deal with wearable devices. Theoretically, this study is of particular value in that it adopts consumers’ lifestyles and values as predictors of opinion leadership and new product adoption behavior, which is an uncommon approach within existing research streams regarding opinion leadership and new product acquisition. In managerial terms, by revealing the significant relationships between the consumer characteristics and both offline and online opinion leaderships who are the potential customers of new products, this study enables the managers to identify their targets and differentiate their marketing strategies considering the different characteristics of consumers in offline and online environments. In particular, since this study adopted several wearable technologies as new products, businesses that deal with wearable devices may pay close attention to the results of this study and manipulate their marketing strategies in adequate terms.
        25.
        2015.06 구독 인증기관 무료, 개인회원 유료
        Global interest in smart-wear has risen rapidly in the 21stcentury. “Smart-wear” is one application of intelligent textiles and refers to all clothes made with intelligent textiles (or those that are a convergence). New developments represent a positive opportunity for the fashion industry to integrate new technologies to evolve. Smart-wear also includes wearable computers or digital clothing defined as “garment-integrated devices which augment the functionality of clothing, or which impart information-processing functionality to a garment”. The garment is an ideal interface medium between humans and electronic products due to interaction and technologies in the fashion industry. Smart-wear represents the future of both the textile/clothing industry and electronic industry. Smart-wear for transformable garments allow the conversion of aesthetics and functionality into multiple looks and functions that satisfy various user needs and wants. Smart-wear offers a potential paradigm shift. Precedent studies have focused on the role of transformation to understand the relationship and interaction between humans and new digital technologies (Petersen, Iversen, Krogh, & Ludvigsen, 2004). Hussein Chalayan created aa transformer dress that can twitch and reconfigure. The long Victorian dress hemline contracts into a flapper style dress. Berzowska created dresses that use shape memory alloys to move and change in continuous motions (Ariyatum & Holland, 2003).Perocich used a pneumatic approach to lift garments and change the appearance of clothes (von Radziewsky, Krüger, & Löchtefeld, 2015).Lee & Kim(2014) built a shape-changing dress which apply fabric properties and illuminance sensor to fold pleats. The idea of changing the overall appearance of clothes seems promising. Contemporary smart-wear has various functions that include sensing, actuating, powering, generating, storing, communicating, data processing and connecting. Technologies to develop digital applications can be easily controlled by smart-wear using an Arduino (Na & Cho, 2009). An embedded system for using Arduino can be worn like clothing or an accessory that is a favorable for shop window display. Shop window displays of fashion products have cultural consumption and fashioned identities that have developed into forms of art themselves and produce interesting imagery within fashion culture. In recent decades store window displays have become a unique form of advertising and are the first point of contact between the shop and the shopper (Crewe, 2015). The shop window display design might not instantly attract attention until the shopper realizes its interactive aspects. Such an interaction visually reveals a relationship between the store window and shopper's reaction. In order to connect these shop window displays with an interactive fashion design, this paper aims to illustrate how these concepts fit into the prototype. This paper develops a prototype of Wearable Shape-Changing (WSC) that deforms the fabric for pleat making on clothing for a store window dummy. Data processing is created by the motion of a shopper for the input functionality to discriminate between different shopper motions using the Microsoft Kinect sensor. A concealed Kinetic system scans every part of shopper’s joint for skeleton extraction when the shopper is outside the shop window. It is able to detect the shopper’s simple motion and simultaneously deliver information to the Arduino in the system. The prospective fashion display system needs to be devised based on a more serious technical method that utilizes information on the physical properties of fabrics to facilitate development in the store window. There has been some discussion on how fabrics could create foldable clothing items; in addition, a range folding techniques has been extended to e-textile due to useful characteristics (Perovich, Mothersill, & Farah, 2014). The experiments performed in this paper allows observers to examine basic fabric characteristics and physical properties. The behavior changes during fold deformation and the recovery process as well as identifies correlations between stiffness and recovery rate. As an experimental sample, this paper selects 2 types of fabric that have relatively stiff characteristics of a organza (one is 100% silk and the other is 100% polyester). The pleats type selects a diamond-pattern and the pleats finishing process employs a heat-setting method commonly used in the fashion industry. The results were as follows: The Silk organza has 66 weight(g/㎡) and 0.17 nominal thickness (㎜) and the Polyester organza has 39.6 weight(g/㎡) and 0.11 nominal thickness (㎜). Both silk and polyester samples have the large stiffness value in the weft direction. Tensile properties resulted in similar values in both the warp and in the weft directions. Polyester has a great thermothermos plasticity, unique resilience, providing good pleats retention and crease recovery while silk has a low wrinkle recovery. However, silk has identical recovery rate in first and second elongation deformations for diamond-pattern pleats. The diamond-pattern also has a significant correlation with the warp and bias directions. Thus, folding composition should consider the directions of the fabric according to folding technique. Based on the experiment’s results among fabric samples’ physical properties of silk were chosen for the prototype. In the prototype, the shop window displaying dummy wears a long dress, but it is designed to become shorter when the shopper lifts the arm. The mechanism by the operating design pulls the hemline in the front up to the lower thigh when the kinetic sensor detects motion. As a means of visual communications or expression of the shopper’s mood, illuminance may be attached according to the shopper’s discretion. The advantage of the WSC dress compared to a traditional static dress is that the transforming shape occurs immediately by means of interaction. Future studies, different approaches were proposed to clothing both hand and finger movements in a mobile environment. This paper focuses on a set of alliances between technology and fashion/textiles, with the WSC designed as an interface to be used for both purposes. This study represents a bridge between fashionable technologies and informative material properties. It represents a small first step from static dynamic fashion to dynamic interactive fashion.
        3,000원
        26.
        2015.05 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study suggests designs of maternity clothes wearable after childbirth and aims at confirming that maternity wear is continuously wearable during a post-natal period. As for research methods, theoretical and empirical studies with research on a production of work were conducted, focusing on the design development of the maternity dress which may be worn even after childbirth. The results of theoretical and empirical studies possibly presented various designs which require fashionability going with the trend of time. The maternity wear also requires the adaptability for a changing body shape to enable a woman to wear it during a pregnancy period and after childbirth. Besides, the convenience of dressing and undressing with wearing comfort is considered. 6 sets of one-piece dress were made as the result of the study and three factors of fashionability, adaptability and convenience were considered. The conclusions are as follows : Firstly, it verified that the maternity wear is fashionable clothes not to cover protruded abdomen but to satisfy women's desire of self expression. Secondly, it overcame the limit of dress design through fitting it to completely different two body sizes and shapes with design factors and patterns. Lastly, it suggested a research model of maternity wear corresponding to economical, environmental and ethical principles as giving an effect of “two” dresses with one. This study presented a new direction of design study with meaningful actions of fashion designing in the aspects of economical, environmental and ethical consumption unlike artificial disposal on SPA brands.
        4,900원
        27.
        2015.02 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to review the concept and thinking structure of deconstruction theoretically and thereupon, analyze the visual beauty and wearable comfort of the clothing and further, discuss the aesthetic characteristics and values of the decentering phenomenon in the 21st century fashion. Deconstruction provides for an cognitive framework whereby we could comprehensively review the difficult-to-understand and imprudent creativity unravelling in the name of the post-modernism as well as the ambiguous visual beauty and wearable comfort of our contemporary fashion. In particular, deconstruction refuses such concepts involving the relationship between the conventional clothing and its components as order, symmetry, balance, harmony, perfection and simplicity and instead, attaches some sense of value to such relatively inferior concepts as disorder, asymmetry, unbalance, disharmony, imperfection and complexity, and thus, reflects them in the modes of aesthetic representations to create new aesthetics and expand the expressive potential.
        4,900원
        28.
        2009.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Wearable computers can be defined as next generation clothing integrated with various digital functions and devices. Unlike existing computers, they are viewed as human-centric computers customized for information utilization and other specific human needs. This study is intended to discover how consumers are accepting wearable computers, which are different from existing computers, based on Technology Acceptance Model(TAM) and to extend the model by adding variable regarding acceptance of wearable computers. A total of 683 copies of questionnaires, distributed to those aged 19 and older, both male and female, were collected online. The data was statistically analyzed for this study using the extended TAM. In order to test hypotheses, the structural equation model using the Lisrel 8.30 version was performed. For analyzing constructs(or traits) of research model, exploratory factor was conducted and the measurement model was assessed from the result. Reliability was assessed through confirmatory factor analysis and the calculation of Cronbach's alpha coefficients. Overall, model fit was assessed by statistical indexes: Chi-square value, GFI, AGFI, and RMR. This study analyzed the process of acceptance of wearable computers with the extended TAM that includes a variable, perceived value, on the basis of previous studies. The results of the analysis revealed that attitude toward wearable computer was directly influenced by perceived usefulness and perceived value but indirectly influenced by perceived ease of use. Acceptance intention of the wearable computer was directly influenced by perceived value and attitude toward wearable computer. To be more specific, perceived usefulness was significantly correlated with both attitude toward wearable computer and acceptance intention of the wearable computer. Perceived value was also significantly correlated with both attitude toward wearable computer and acceptance intention of the wearable computer. The results of this study also suggested that perceived ease of use was actually a causal antecedent to perceived usefulness and perceived value. This research revealed that extended TAM to investigate the acceptance of wearable computer was appropriate. This study is intended to provide a theoretical framework for adoption of wearable computer and suggest empirical analysis that can serve as a guide for wearable computer.
        5,200원
        29.
        2009.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we present a wireless RFID glove in emotional learning method The Proposed wireless RFID glove consists of three parts RF wireless module, RFID reader, and RFID tags Objects tagged with a small passive RFID tag, can be sensed at short range
        4,000원
        30.
        2007.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        웨어러블 컴퓨팅 환경은 대개 이동 중일 가능성이 많고 이때 눈과 손이 자유롭지 못하고 많은 주의가 필요한데 기존의 데스크탑 인터페이스 방식(WIMP)은 적합하지 않다. 또한 웨어러블 환경에서 모바일 기기의 소형화로 인하여 작은 화면에서 정보를 확인하고 처리해야 하기 때문에 기능 수행에 따른 인지부하가 늘어남과 동시에 수행 속도가 느려지고 많은 오류가 발생하는 등 어려움이 따른다. 이와 같이 변화된 환경에 적합한 입력 방식의 적정 수준을 찾는 연구가 필요하다. 본 연구는 이동 상황에서 모바일 기기를 사용할 때 동시에 여러 가지 일을 수행함으로써 걸릴 수 있는 인지부하를 줄여주기 위한 방법을 기기의 입력 방식과 사용되는 메뉴구조의 복잡성을 중심으로 분석하였다. 입력 방식을 포인팅입력 방식, 버튼입력 방식, 동작입력 방식으로 나누고, 이 방식들을 통한 메뉴탐색 과제와 화면에 제시되는 도형기억 과제를 동시에 수행했을 때 수행의 정확도와 과제수행 속도를 측정하였다. 또한 제시되는 메뉴탐색 과제의 메뉴계층의 수를 변화시켜서 입력 방식의 복잡성에 따른 과제 수행을 살펴보았다. 실험은 정지 상황과 이동 상황에서 모두 이루어졌다. 정지 상황과 이동 상황 모두에서 포인팅입력 방식이 과제 수행의 정확도가 가장 높은 반면 수행 속도에서 가장 느린 것으로 나타났다. 동작입력 방식에서는 수행의 정확도는 떨어졌으나 수행 속도는 빠르게 나타났다. 이는 이동 중에 수행되는 과제에서 정확도보다도 속도가 중요한 상황에서는 동작입력 방식이 적합하다는 것을 시사한다.
        5,400원
        31.
        2006.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 웨어러블 컴퓨터의 프로토타입이 사용자에게 최적의 경험을 제공할 수 있도록 웨어러블 컴퓨터의 평가를 위한 사용성 척도를 개발하는 것을 목적으로 하였다 이를 위해 질적 평가와 양적 평가를 동시에 수행하였다. 개발된 제품을 사용자가 직접 착용해 보고 의견을 진술하는 컨택스트(context) 평가를 2차에 걸쳐 실시하였고, 사용자 평가 결과와 전문가들의 의견을 반영하여 평가 항목 및 평가 대상을 선정하였다. 이를 통해 사용성 평가문항의 기초 안을 개발하고 관찰평가와 착의평가로 나누어서 설문을 진행하였다. 평가 결과를 분석하여 사용성 평가 문항을 확정하였으며, 만족감과 관련하여 평가 항목에 대한 이론적 모델을 도출하였다.
        4,300원
        33.
        2004.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        사용자 중심의 일상 생활용 스마트 자켓 디자인을 위한 사용성 평가 척도를 개발하기 위하여 선행연구 결과를 토대로 네 유형의 스마트 자켓 사례를 선정하고 이에 대한 사용성 평가를 수행하였다. 스마트 자켓은 내장되는 기기의 종류와 사용 용도를 고려하여 네 유형으로 나누었으며, 사용자 경험을 평가하기 위한 평가 척도 구성을 위하여 선행연구결과를 토대로 60개의 사용성 평가문항을 구성하였다 각 스마트 자켓 유형에 대한 사용성 평정 결과 10개의 대표 범주 요인이 추출되었고, 각 유형에 대해 상대적으로 중요한 범주 요인에 대한 분석을 수행하였다. 분석 결과 자켓 유형별 중요 요인이 서로 달랐으며, 이 결과는 사용성 평가 척도 개발 시 디자인하는 스마트 자켓 유형에 따라 고려해야 할 중요 사용성 요인이 달라질 수 있으며 사용성 평가 척도에서의 우선 순위도 서로 달라질 수 있음을 나타낸다.
        4,000원
        35.
        2018.12 KCI 등재 서비스 종료(열람 제한)
        The recent prosthetic technologies pursue to control multi-DOFs (degrees-of-freedom) hand and wrist. However, challenges such as high cost, wear-ability, and motion intent recognition for feedback control still remain for the use in daily living activities. The paper proposes a multi-channel knit band sensor to worn easily for surface EMG-based prosthetic control. The knitted electrodes were fabricated with conductive yarn, and the band except the electrodes are knitted using non-conductive yarn which has moisture wicking property. Two types of the knit bands are fabricated such as sixteen-electrodes for eight-channels and thirty-two electrodes for sixteen-channels. In order to substantiate the performance of the biopotential signal acquisition, several experiments are conducted. Signal to noise ratio (SNR) value of the knit band sensor was 18.48 dB. According to various forearm motions including hand and wrist, sixteen-channels EMG signals could be clearly distinguishable. In addition, the pattern recognition performance to control myoelectric prosthesis was verified in that overall classification accuracy of the RMS (root mean squares) filtered EMG signals (97.84%) was higher than that of the raw EMG signals (87.06%).
        36.
        2017.05 KCI 등재 서비스 종료(열람 제한)
        An important characteristic of people with partially impaired walking ability, such as incomplete paraplegics, is that they are able to generate voluntary motion of lower-limbs. Therefore, wearable robots for the incomplete paraplegic patients require a different assistance method compared to those of complete paraplegics. First, the wearable robot should be controlled to not resist wearer’s motion. Second, it should be able to generate assistive torque accurately when needed. In this paper, a wearable robot, called EROWA, for the incomplete paraplegic patients is introduced. EROWA utilizes compact rotary series elastic actuators (cRSEAs) and a control method called the zero impedance control to reduce the mechanical resistance. An assistive torque trajectory is proposed to assist gait in this paper. The proposed method is verified by simulation and experimental studies.
        37.
        2017.05 KCI 등재 서비스 종료(열람 제한)
        While working in an industrial environment which requires extended periods of upright posture; workers tend to develop muscle fatigue due to the constant load on lower-limb muscles. In addition, when working while bending knees; muscle fatigue of lower back and hamstrings is increased due to the abnormal posture. This can lead to damage of muscles, induce musculoskeletal disorders, and reduce long-term working efficiency. Recent medical studies have shown that long-term working in an upright posture can induce musculoskeletal disorders such as foot fatigue, edema, pain and varicose veins. Likewise, medical and rehabilitation expenses have grown due to the increase in musculoskeletal conditions suffered by workers. For this problem, we aim to develop a device that can reduce the physical fatigue on the lower limbs by supporting the weight of workers during the extended periods of upright and bending postures in the industrial environments. In this paper, we have designed and manufactured a wearable weight support system; with a user intention algorithm that the users can maintain various postures. For validation of the developed system, we measured the muscle activity of the users wearing the system with EMG sensors.
        38.
        2017.05 KCI 등재 서비스 종료(열람 제한)
        Wearable robots are receiving great attention from the public, as well as researchers, because its motivation is to improve the quality of lives of people. Above all, complete paraplegic patients due to spinal cord injury (SCI) might be the most adequate target users of the wearable robots, because they definitely need physical assistance due to the complete loss of muscular strength and sensory functions. Furthermore, the medical care of complete paraplegics by using the wearable robots have significantly reduced the mortality rate and improved the life expectancy. The requirements of the wearable robot for complete paraplegics are actuation torque, locomotion speed, wearing sensation, robust gait stability, safety, and practicality (i.e., size, volume, weight, and energy efficiency). A WalkON Suit is the wearable robot that has satisfied the requirements of the wearable robot for complete paraplegics and participated in the powered exoskeleton race of Cybathlon 2016. In this paper, configuration of the WalkON Suit, human-machine interface, gait pattern, control algorithm, and evaluation results are introduced.
        39.
        2015.12 KCI 등재 서비스 종료(열람 제한)
        In the 2000s, wearable devices had been produced for the purpose of medical service and entertainment. With the growth of mobile devices that improved interaction with human beings, wearable devices that cost high although showing their potential have been developed and made for special industries such as military and logistics control, and thus have faced a great deal of difficulty with market creation. In 2015, wearable devices have tended to expand into general markets, including health care, sports, and games. Therefore, the purpose of this study is to conduct empirical survey on the next-generation users' awareness of wearable devices that emerged at the time when smart devices have changed their direction from something to carry to something to wear, and thereby to perform empirical preliminary research on the leading development direction and system establishment of the futuristic wearable device market. The study scope and methods are presented as follows: First, to analyze and outlook the domestic and foreign research trends and expected effects of wearable devices, previous studies are investigated and theoretical study is conducted. Secondly, the survey on the awareness of the future main users of wearable devices, or the next-generation user group, is conducted to look into their attitudes. Thirdly, the results from the survey on previous studies, theoretical study, and attitude research are used as the empirical material necessary for the leading development direction and system establishment of the futuristic wearable device market. The study subjects of this study were 81 college and university students in their 20s living in the metropolitan areas, who are the next-generation main users of wearable devices. They had person-to-person in-depth interviews. The questionnaire items were brand, interest, understanding of information, the extent of interest desire, the extent of purchase desire, purchase purpose, purchase factor, purchase region, non-purchase factor, and complementary factor for purchase. This study drew the following results and conclusions: Regarding the questions about interest in wearable devices, the extent of interest desire, the extent of purchase desire, purchase purpose, purchase factor, purchase region, non-purchase factor, and complementary factor for purchase, the positive replies were statistically significant regardless of sex, and there was high reliability of each question. The correlation between questions was not independent and thus it was proved that they had correlation. Typical global brands were found to be Apple Watch, Samsung Gear, and Google Glass in order. The most important non-purchase factors that the next generation group as main users had were price, function, and design. Therefore, it is necessary to solve the problem.
        40.
        2014.12 KCI 등재 서비스 종료(열람 제한)
        최근에 인체 중심의 무선통신 기술에 대한 관심이 증가하면서 입을 수 있는 안테나에 대한 연구가 활발히 진행되고 있다. 본 논문 에서는 GPS 주파수를 수신할 수 있는 입을 수 있는 안테나를 제안하였다. 두께 0.7mm의 염소가죽을 유전체 기판으로 사용하고, 두께 0.08mm의 구리 폴리에스터 천을 방사체 및 접지판으로 사용하여 안테나를 제작하였다. 원형 편파 특성을 얻기 위해 정사각형의 패치에 대각 선 방향에 놓인 모서리를 짤라서 방사체를 만들었고, 도전성 천과 가죽을 에폭시를 사용하여 접착하였다. 먼저 염소가죽의 유전율을 구하기 위해 크기가 다른 3개의 정사각형 패치 안테나를 만들고, 실험 및 시뮬레이션을 통해 염소가죽의 유전상수를 구하였다. 이것을 바탕으로 GPS 대역에서 동작하는 안테나를 설계하고, 제작하여 실험을 통해 안테나의 성능을 검증하였다. 옷의 어깨 부분에 설치하여, 사람이 입고 측정하 여 특성의 변화를 실험하였고, 상용 세라믹 GPS 안테나와 수신 감도 특성을 비교하여 제작된 안테나가 비슷한 수준의 감도를 갖고 있음을 확인하였다.
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