23 research outputs found

    Effective design of advertisement in handheld devices

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    Advertisement on cell phones is a promising way of marketing because of its characteristics which enable easy targeting, content personalization, and interactive communication. This dissertation proposes a framework for understanding the characteristics of effective advertising through cell phones. For this purpose, two experiments were conducted to determine the factor structure of emotion and their impact on the effectiveness of different product category advertisements on cell phones. The first experiment is a randomized incomplete block design using a construct validated structured questionnaire with 48 participants. The participants evaluated 24 different advertisement messages in a simulated laboratory environment. From the experimental data, three factors were derived by exploratory factor analysis, which explained 63% of the total variance. Items within the three factors are: factor I: activation, restful, desire, affection, gratitude and surgency; factor II: anger, fear, sadness, and irritation; and factor III: skepticism and boredom. The second experiment is a within-subject design with 18 participants who evaluated a set of 16 multimedia advertisement messages. The focus was to study the main effects of product category and the interaction effect between product category and the emotional factors. The results revealed that the participants had positive response to advertisements associated with low utility and low risk products, but not for the high utility and high risk products. In addition, stressful feelings resulting from watching advertisement messages diminishes positive attitude to brand and purchase intent for low utility products, but not for high utility products. The stressful feelings also diminish the positive attitude to low risk products, but does not weaken the positive attitude to high risk products. Similarly, favorable feelings increase the positive attitude toward advertisements dealing with low risk and utility products, but not for the advertisements for high risk and utility product. The interaction effect between emotions and product categories are more salient for product risk than product utility. Based on the study of effective advertisement through cell phones, the experimental outcome and implications of the findings are documented and discussed in the context of the explanatory and analytical design information presented in the principal document

    Emotional factors in advertising via mobile phones

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    Advertising delivered via mobile phones constitutes a promising approach to marketing because it enables easy targeting, content personalization, and interactive communication. We conducted a laboratory experiment with 48 participants using a 24-item structured questionnaire about important emotional components involved in using mobile phones for advertising. The data revealed 3 factors that explained 63% of the total variance. Factor 1 included activation, restfulness, desire, affection, gratitude, and urgency. Factor 2 included anger, fear, sadness, and irritation. Factor 3 included skepticism and boredom. Stepwise multiple regression analysis indicated that boredom accounted for 45% of the variance in attitudes toward the advertisements. These findings imply that low-intensity negative feelings are important contributors to the success of advertisements presented on mobile phones and that engagingness is the most important emotional component in effective cell phone advertising

    The Onset Threshold of Cybersickness in Constant and Accelerating Optical Flow

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    This study investigated the principal translational or rotational axis that evokes the most severe cybersickness by detecting constant velocity and acceleration thresholds on the onset of cybersickness. This human subject experiment with 16 participants used a 3D particle field with movement directions (lateral, vertical, yaw, or pitch) and motion profiles (constant velocity or constant acceleration). The results showed that the threshold of pitch optical flow was suggestively lower than that of the yaw, and the vertical threshold was significantly lower than the lateral. Still, there was no effect of scene movement on the level of cybersickness. In four trials, the threshold increased from the first to the second trial, but the rest remained the same as the second one. However, the level of cybersickness increased significantly between the trials on the same day. The disorientation-related symptoms occurred on the first trial day diminished before the second trial day, but the oculomotor-related symptoms accumulated over the days. Although there were no correlations between the threshold and total cybersickness severity, participants with a lower threshold experienced severe nausea. The experimental findings can be applied in designing motion profiles to reduce cybersickness by controlling the optical flow in virtual reality

    The effects of overall robot shape on the emotions invoked in users and the perceived personalities of robot

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    The affective interaction between human and robots could be influenced by various aspects of robots, which are appearance, countenance, gesture, voice, etc. Among these, the overall shape of robot could play a key role in invoking desired emotions to the users and bestowing preferred personalities to robots. In this regard, the present study experimentally investigates the effects of overall robot shape on the emotions invoked in users and the perceived personalities of robot with an objective of deriving guidelines for the affective design of service robots. In so doing, 27 different shapes of robot were selected, modeled and fabricated, which were combinations of three different shapes of head, trunk and limb (legs and arms) – rectangular-parallelepiped, cylindrical and human-like shapes. For the experiment, visual images and real prototypes of these robot shapes were presented to participants, and emotions invoked and personalities perceived from the presented robots were measured. The results showed that the overall shape of robot arouses any of three emotions named ‘concerned’, ‘enjoyable’ and ‘favorable’, among which ‘concerned’ emotion is negatively correlated with the ‘big five personality factors’ while ‘enjoyable’ and ‘favorable’ emotions are positively correlated. It was found that the ‘big five personality factors’, and ‘enjoyable’ and ‘favorable’ emotions are more strongly perceived through the real prototypes than through the visual images. It was also found that the robot shape consisting of cylindrical head, human-like trunk and cylindrical head is the best for ‘conscientious’ personality and ‘favorable’ emotion, the robot shape consisting of cylindrical head, human-like trunk and human-like limb for ‘extroverted’ personality, the robot shape consisting of cylindrical head, cylindrical trunk and cylindrical limb for ‘anti-neurotic’ personality, and the robot shape consisting of rectangular-parallelepiped head, human-like trunk and human-like limb for ‘enjoyable’ emotion

    A second order geometric method for ray/parametric surface intersection

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    In this paper, a new method for computing intersection between a ray and a parametric surface is proposed, which finds many applications in computer graphics, robotics and geometric modeling. The method uses the second order derivative of the surface, which can handle inherent problems that Newton–Raphson and Halley methods have such as instability caused by inappropriate initial conditions and tangential intersection. Case examples are presented to demonstrate the capability of the proposed method

    Effects of unlimited angular motion cue and cue discrepancy on simulator sickness

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    Simulator sickness is a crucial concern undermining several benefits of simulator training, such as a realistic environment, low costs, and safe practice of emergencies. This study investigated the effects of unbounded angular motions and visual-vestibular cue discrepancies on simulator sickness for flight simulator training. Human subject experiments with 36 participants demonstrated that simulator sickness, measured by question-naires and physiological signals, was significantly decreased by offering both motion and visual cues rather than visual signals alone (p < 0.05). Specifically, nausea (without motion = 54.59, with motion = 31.27; p = 0.036) and disorientation scores (without motion = 81.20, with motion = 44.08; p = 0.028) significantly decreased when both motion and visual signals were present. Furthermore, the experimental results showed a significant correlation between simulator sickness and visual-vestibular cue mismatches, particularly for the angular ve-locity along the z-axis (r = 0.110, p = 0.04). The pitch angle discrepancy (r = 0.156, p = 0.004) between the visual and motion cues was significantly correlated with the sickness severity, unlike the roll angle disparity (r =-0.009, p = 0.871). The results from this study can be explored for flight training operations using motion simulators to minimize or eliminate simulator sickness

    Optimum subdivision of curved hull plates for efficient ship manufacture using minimum strain energy

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    In this article, a novel hull subdivision method is presented. Hull subdivision is a process to subdivide the hull shape into smaller pieces, each of which can be fabricated individually. It is an important step since the fabrication time and cost depend on how the hull shape is subdivided. This process, however, has been done heuristically using experienced workers’ know-how, which makes it difficult for automation due to the difficulty of quantifying the workers’ expertise in an objective manner. Furthermore, the performance evaluation of the subdivision work has not been conducted. In this work, the subdivision process has been analysed using mechanical and mathematical theories considering strain energy and welding length of a plate, and a systematic procedure to perform subdivision using the differential evolution method, a combinatorial optimisation scheme, is proposed. The proposed method is tested with examples obtained from an existing ship, which demonstrates that the proposed method has the potential for replacing the current manual subdivision process

    Estimation of the free energy of hard-sphere crystals via a free-volume approach

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    The free energies of the face-centred (FCC) and base-centred cubic (BCC) hard-sphere (HS) crystals have been estimated via the free-volume approach. We present two free-volume equations for the FCC and BCC HS crystals, which are different from those predicted by Velasco et al. [Langmuir 14(19) (1998), 5652-5655], and the equations exhibit more accuracy than Velasco et al.' s equations. The limitation of using the free-volume approach was assessed by comparing with true free energies obtained by other well-known methods, and possible improvement and application are discussed.close1

    Methodological Issues in Scenario-Based Evaluation of Human–Robot Interaction

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    Scenarios have been widely used for evaluating human–robot interactions (HRIs). However, little has been reported on systematic utilization of different types of media for deploying HRI scenarios. This study investigates the methodological issues in scenario-based HRI evaluation, focusing on the effect of scenario media on user attitudes toward robots. Two experiments are designed to examine how scenario media may influence the elder adults’ attitudes towards social robots. Different types of scenario media, including text, video, interactive video, and live interaction, were compared systematically with respect to established evaluation criteria. The results showed that the characteristics of scenario media influenced users’ acceptance of robots and affected their attitudes. The outcome of the study helps designers to select scenario media for deploying contextual information of HRI.ASTAR (Agency for Sci., Tech. and Research, S’pore
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