Namgyu Kang
Future University Hakodate
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Featured researches published by Namgyu Kang.
international conference on human interface and management of information | 2014
Hidetsugu Suto; Patchanee Patitad; Namgyu Kang
In design field, collaboration is a crucial key method which leads to widen conceptual design idea. Collaboration helps us to share our knowledge together and concert idea in a design process. We also can share diverse viewpoints among collaborations. In this paper, a collaboration support system which based on extended ADT model, TTS method ADT is proposed. ADT model is a representation model for conceptual design. It is used for grasping artifacts as a communication medium between designers and users. The process of observing, sharing and creating design plans are represented through the extended ADT model. During an observation process, three influential factors: physical factor, emotional factor and cultural factor are observed with diverse viewpoints. Each process is visualized and shared by using TTS method by using visual information such as idea sketch, note and photo. By using this tool, designers in a team can visualize their idea, share it with others, and create novel design plan which based on multi-cultural background. An example of design process with TTS method is given in order to show the efficiency of proposed method.
international conference on human-computer interaction | 2018
Namgyu Kang; Ryosuke Sato
In recent years, ideas for more enjoyable playing through the use of emotional design concepts like affectivity and pleasurability factors are attracting attention. In this study, we focused on the effect of blinking and moving light patterns on users’ enjoyment of skateboards. An evaluation experiment was conducted to clarify users’ impressions of these light patterns using the following five evaluation items: (1) level of feeling of wanting to move your body, (2) level of feeling of wanting to get closer, (3) level of feeling of being in danger, (4) level of perception of beauty, and (5) level of preference. From the experiment, we found that there are some characteristics in impression of patterns of blinking and moving light and there is a common impression of the lighting pattern in ‘level of feeling of wanting to move your body’ and ‘level of feeling of being in danger’. Moreover, it was clarified that there are some light patterns that users preferred and felt were more beautiful than others.
International Conference on Applied Human Factors and Ergonomics | 2018
Namgyu Kang; Sadayoshi Takaki; Nobuyasu Kaito; Aki Yamauchi
In recent years, with development of VR technology, many video games have attracted attention that offer gamers the experience of being in the world of the game. In this study, we focused on a method other than VR technology to offer gamers the experience of directly entering the game world. To this end, we created “DOT.GATE,” in which gamers can feel a different type of enjoyment, and with the concept of making real people appear in the virtual game world. “DOT.GATE” was designed to enable real gamers to become a character in the virtual game world, so they can feel enjoyment unlike that of previous games. Intended for everyone to enjoy without needing special skills, “DOT.GATE” was designed as a retro game like those of the NES (Nintendo Entertainment System) console. When a user stands in front of the “DOT.GATE” display, the user’s whole body is dotted in using a computer program and shown in the “DOT.GATE” game world. An evaluation experiment was conducted with some students at Future University Hakodate to clarify users’ impressions of the concept of “DOT.GATE.” From the experiment, we found that many gamers preferred the concept and felt it was very fun and offered a different type of pleasure than previous games. In future, it will be necessary to shorten the time needed for a gamer to be dotted in by the program, and to add more rich game content.
Archive | 2017
Yigang Huang; Namgyu Kang
D.A. Norman emphasized that a package with metaphorical expression brings emotional (Kansei) value. Inspired by Norman’s statement, we clarify the relationship between Kansei value and recognition capability in beverage package design in abstract metaphorical method. To achieve this, we conducted a questionnaire with 9 packages (3 packages of soft drink, milk and water) based on a sample of 30 students from Future University Hakodate. All selected packages were new to the participants. Each feature was evaluated on a scale from 1 to 5 (“−2”, “−1”, “0”, “1” and “2”) according to the following 6 evaluation items: (1) metaphor level of packages, (2) abstract expression level of packages, (3) originality level of packages, (4) desiring level of packages, (5) recognition level of packages, and (6) interest level of packages. The scores of 9 packages were quantified as evaluated scores, and each package was visualized on the map with the x-axis, showing the evaluated scores of metaphor level and y-axis, the evaluated scores of abstract level. These 9 packages were separated into 2 groups: Group A—a group of abstract metaphor package and Group B—specific package group without metaphor, then these 2 groups were visualized on another x-axis (the evaluated scores of interest and originality level) and y-axis (recognition level). As a result, Group A has a high Kansei level, but its recognition level is low; Group B has a high recognition level but the Kansei level is low. Moreover, based on correlation coefficients, metaphor level has no relationship with recognition level. In comparison, abstract level has a negative relationship with recognition level. The principal component analysis (PCA) was conducted for an integrated survey. The following 2 principal components obtained “Kansei value”(with +desire level, +originality level, +interest level and +metaphor level) and “Novel”(with +abstract level, +originality level and -recognition level). And each package’s scores (x-axis) for “Kansei value” and scores (y-axis) for “Novel” was mapped. As is it shows, if a package design gets a high score of “Novel”, it will be difficult for participants to recognize what kind of beverage is. However, if a package gets a low score of “Novel”, it will be easy to recognize what kind of beverage it is, but nothing original can be seen on the package. There will be a balanced position between “high novel” and “low novel” better for users. In conclusion, designers can attract customers in a metaphorical and abstract method, but they need to be aware that the more abstract method is overused on packages, the weaker relationship between package and beverage there will be.
international conference on human-computer interaction | 2016
Namgyu Kang; Kensaku Ito
In recent years, it has become easy for people who are far apart to communicate by telephone or e-mail. However, neither the telephone nor e-mail can create the feeling that two people are sharing the same space. If it were possible to feel physically close to someone far away, our ability to communicate would be significantly enriched. The purpose of this study is to propose a system of communication that would enable two people to feel as if they were in the same place, despite being far apart. The first experiment was conducted using 12 types of visual information to ascertain which types of visual information most effectively created the illusion that two separated people were sharing the same space. This experiment showed that simple visual information was more effective than more complex visual information at creating the illusion of shared space. Based on these results, our research team was able to propose a new system of communication using a table and various projected visual objects. In this system, if a participant put a hot drink (for example, a cup of coffee) on the table, a red circle would appear and blink slowly in the same position on the other person’s table before fading away. Conversely, if the participant put a cold drink on the table, a blue circle would be projected onto the other person’s table in the same position. If the first person moved the cup or glass on his or her own table, the red or blue circle would repeat the move, blink slowly, and then fade away on the other person’s table. The second experiment used 14 participants to ascertain the effectiveness of the proposed communication system. We found that 71 % of participants who used the proposed communication system felt that the person they were communicating with shared the same space. Moreover, participants felt that the proposed communication system enhanced communication, making it feel more proactive. It was clear that participants experienced this sense of a shared space more strongly when the circle moved than when it blinked or faded away. These results suggest that the proposed communication system (using a table and various projected visual objects) did succeed in creating the impression that two people in different locations were sharing the same space.
international conference on human-computer interaction | 2015
Namgyu Kang; Kana Takahashi
In recent times, the number of users who use map apps on their smartphones has rapidly increased. When a pedestrian travels to a destination, he/she uses a nearby landmark for finding the route. However, in almost all map apps, routes are depicted considering daytime conditions. This implies that when a pedestrian uses such map apps at nighttime, he/she would need more information to determine whether a route is safe, such as the route’s luminance level. Therefore, to address this need, we propose a new route depiction method based on light information. Furthermore, we verify the effectiveness of the proposed method through evaluation experiments involving 25 women participants. Experimental results show that the proposed method affects a user’s choice of route; moreover, the proposed method is not only easy to understand and use but is also highly rated in Kansei aspects such as fun, interesting, and safety assistance.
international conference on human-computer interaction | 2014
Namgyu Kang; Koki Ono
Chinese character (Kanji) is thought as very complexity to person who just started to learn Kanji such as a primary schoolchildren or a foreigner. Especially, almost of these beginners are looked like to draw Kanji than to write it. It means, almost of the all beginners think Kanji is difficult to write. Therefore, in elementary school in Japan, the exercise to write Kanji repeatedly using a paper sheet is conducted for primary schoolchildren. However, it was clarified that many primary schoolchild don’t like the exercise to writeKanji repeatedly is conducting. Moreover, there are many applications to learn Kanji in Japan, however almost of all applications are made for a practician to write Kanji tidily and quickly. Based previous backgrounds, we address that beginners in learning Kanji can get enjoyment of pleasant experience of writing Kanji. The purpose of this research is to propose a pleasant handwriting exercise application using each one’s handwriting as individuality and sound information. Therefore, experiment to quantify value of each one’s handwriting was conducted with 50 Japanese who were from 6 years old to 80 years old. As the results of the analysis, it was clarified that these handwritings as input information are effective to produce a coordinated sounds as output information in an application of electronic device. “KanjiOn” was proposed based on the results of the experiment. In using “KanjiOn”, user writes various Kanji many times with various handwritings then they can hear various sound based on the each handwriting. The experiment conducted with 48 participants including primary schoolchildren at Hakodate Chuo library. Almost of participants evaluated “KanjiOn” is very pleasant application to write Kanji, they wanted to use “KanjiOn” more. We hope that not only primary schoolchildren but also foreigners who want to learn Kanji become to enjoy writing Kanji and can understand more Kanji by using ”KanjiOn”.
international conference on software engineering | 2017
Jiuqiang Fu; Bing Jiang; Namgyu Kang
international conference on biometrics | 2017
Yigang Huang; Namgyu Kang
Archives of Design Research | 2015
Namgyu Kang