• Title/Summary/Keyword: Need-For-Touch

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Does need for touch matter in the context of apparel online shopping? - Compensatory role of online aesthetic and instrumental cues -

  • Ha, Young
    • The Research Journal of the Costume Culture
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    • v.27 no.1
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    • pp.46-56
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    • 2019
  • The purpose of this study is to examine the compensatory role of instrumental (e.g., product information) and aesthetic (e.g., website background) online cues presented within apparel websites where touch is unavailable. The moderating role of two need for touch (NFT) dimensions (i.e., autotelic and instrumental NFT) between online cues and consumer responses was also investigated. Results demonstrate that personal differences in autotelic and instrumental NFT moderate the relationship between online cues and affective responses. It was found that consumers high in autotelic NFT (i.e., who need to touch for fun) seek more instrumental cues to compensate for lack of touch when shopping apparel products online. Surprisingly, consumers high in instrumental NFT (i.e., who need to touch for product evaluation) use aesthetic as well as instrumental cues to supplement the absence of touch. In contrast, for the low NFT groups, only aesthetic online cues showed significant effects on consumer arousal. Further analysis shows that instrumental NFT is negatively related to purchase intention while autotelic NFT has a positive effect on purchase intention. This implies that need for hedonic-oriented touch is no longer a barrier for online apparel shopping. However, the instrumental NFT seems a significant obstacle for the adoption of online apparel purchasing.

Touch Effect of Mental Simulation in Online Fashion Shopping -The Role of Instrumental and Autotelic Needs for Touch-

  • Lee, Ha Kyung;Choi, Dooyoung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.2
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    • pp.376-389
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    • 2021
  • This study investigates the effects of the interplay of device types and the need for touch (NFT) on product attitudes and determines how the mental simulation of touch mediates such relationships. Specifically, we test the roles of instrumental and autotelic NFT in the moderated mediation effect of mental simulation of touch. We instructed the potential participants to shop for a leather jacket on a webpage. With a total of 152 data points from the responses of participants who used a laptop and a touch device that uses a direct-touch interface (e.g., tablets), we conducted descriptive statistics, analysis of variance, and PROCESS procedures using SPSS 20.0. The results show a greater mental simulation for touch when using a touch device than a laptop. When individuals' instrumental NFT is low, using a touch device while shopping online heightens mental simulation of touch, which impacts product attitudes. In particular, such a moderated mediation effect strengthens as the value of individuals' autotelic NFT increases. However, when individuals' instrumental NFT is high, a touch device cannot drive mental simulation for touch, increasing favorable attitudes toward the product.

The Effects of Swiping Orientation on Preference and Willingness to Pay: The Interaction Between Touch Interface and Need-For-Touch

  • Ren, Han;Kang, Hyunmin;Ryu, Soohyun;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.65-78
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    • 2017
  • The current study examined the influence of individual trait such as Need-For-Touch level (NFT; high vs. low) and swiping orientation (vertical vs. horizontal) on product evaluation and preference when using touch-screen interface like a smart phone and a tablet. Swiping is one of the most common interaction techniques for changing pages or searching some aligned pictures on touch-screen interface and it can be used in vertical and horizontal orientations. The experiment revealed a significant interaction between swiping orientation and NFT on preference, however the interaction on change-in-price of given products was only marginally significant. To be specific, high NFT participants reported higher preference for horizontal-swipe than vertical-swipe products, but such difference did not occur with low NFT participants. The current study illustrates the influence of swiping orientation and NFT on product preference and it provides a new perspective of design principles especially for online shopping websites.

Touch Position Recovery Algorithm for Differential Sensing Touch Screen

  • Kim, Ji-Ho;Won, Dong-Min;Kim, HyungWon
    • Journal of information and communication convergence engineering
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    • v.14 no.2
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    • pp.106-114
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    • 2016
  • Differential sensing methods are more effective in alleviating panel noise than single-line sensing, and thus have been increasingly used in the touch screen industry. However, they have a drawback: they tend to cancel out multiple touches and need touch position recovery algorithms. This paper introduces a novel algorithm of touch position recovery for differential sensing, which is a low-complexity but high-accuracy approach for determining multiple touch positions. We have implemented the proposed method in a touch screen controller system on a chip. In the simulation experiments using realistic touch screen models and a differential sensing circuit, the algorithm exhibited a high detection performance of a signal-to-noise ratio gain of up to 52.21 dB. Therefore, we can conclude that the proposed method is substantially more accurate than the previous method. Further, the proposed method incurs little or no overhead in terms of the detection speed and the chip size.

The Development of 3D based On-Machine Measurement Operating System (3D 기반의 기상측정 운영시스템 개발)

  • 윤길상;최진화;조명우;김찬우
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.7
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    • pp.145-152
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    • 2004
  • This paper proposed efficient manufacturing system using the OMM (on-machine measurement) system. The OMM system is software based 3D modeler for inspection on machine and it is interfaced tool machine with RS232C. The software is composed of two inspection modules that one is touch probe operating module and the other is laser displacement sensor operating module. The module for touch probe has need of inspection feature that extracted it from CAD data. Touch probe moves to workpiece by three operating modes as follows: manual, general and automatic mode. The operating module of laser displacement sensor is used inspection for profile and very small hole. An Advantage of this inspection method is to be able to execute on-line inspection during machining or after it. The efficiency of proposed system which can predict and definite the machining errors of each process is verified, so the developed system is applied to inspect the mold-base(cavity, core).

A Study of the High Touch in Contemporary Fashion (현대 패션에 나타난 하이터치(High Touch)에 관한 연구)

  • Kim, Bo-Young;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.72-85
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    • 2008
  • With the new millennium setting in, our society is plowing its way through more drastically changing currents than ever. Nowadays, many people believe that high tech such as the Internet, digital civilization, the IT revolution, bio-industry, and the genome project, that has brought humans material prosperity, is the right change in direction. However, the more we adopt high tech into our lives, the more we desire high touch in order to achieve a balance. In other words, we need something to act as a ballast to stabilize our minds. As such, the more high tech develops, the more individuals miss and search for tools that appeal to their emotions. Because of this, although high touch is an opposite concept to high tech, it coexists with high tech, and it is defined as "human contact of high sensitivity that stimulates the emotion of humans". High Touch, a term which originated from "High Tech, High Touch", a book written by American futurist John Naisbitt, refers to human contact that makes human life richer, forminga deep impression on individuals and providing comfort. As such, high touch, which is gaining significant attention in modern society, is a phenomenon occurring throughout politics, society, culture, art, and religion, together with high tech. Through high touch, modern people must realize how to understand and accept a modern society that is dominated by the age of technology and in which direction they should head. Under this background, this study has the following objectives: to interpret the concept of high touch in the age of high tech in association with formative art and fashion, and through various media examine the desire for expression that may stimulate emotion in modern people, which is required by the high tech-prevalent modern society. It further analyzes how high touch is reflected in modern fashion and presents the direction future fashion should head in.

Development of K-$Touch^{TM}$ API for kinesthetic/tactile haptic interaction (역/촉감 햅틱 상호작용을 위한 "K-$Touch^{TM}$" API 개발 - 햅틱(Haptic) 개발자 및 응용분야를 위한 소프트웨어 인터페이스 -)

  • Lee, Beom-Chan;Kim, Jong-Phil;Ryu, Je-Ha
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.1-8
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    • 2006
  • This paper presents a development of new haptic API (Application Programming Interface) that is called K-$Touch^{TM}$ haptic API. It is designed in order to allow users to interact with objects by kinesthetic and tactile modalities through haptic interfaces. The K-$Touch^{TM}$ API would serve two different types of users: high level programmers who need an easy to use haptic API for creating haptic applications and researchers in the haptic filed who need to experiment or develop with new devices and new algorithms while not wanting to re-write all the required code from scratch. Since the graphic hardware based kinesthetic rendering algorithm implemented in the K-$Touch^{TM}$ API is different from any other conventional kinesthetic algorithms, this API can provide users with haptic interaction for various data representations such as 2D, 2.5D depth(height field), 3D polygon, and volume data. In addition, this API supports kinesthetic and tactile interaction simultaneously in order to allow users with realistic haptic interaction. With a wide range of applicative characteristics, therefore, it is expected that the proposed K-$Touch^{TM}$ haptic API will assists to have deeper recognition of the environments, and enhance a sense of immersion in environments. Moreover, it will be useful development toolkit to investigate new devices and algorithms in the haptic research field.

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Finger-Touch based Hangul Input Interface for Usability Enhancement among Visually Impaired Individuals (시각 장애인의 입력 편의성 향상을 위한 손가락 터치 기반의 한글 입력 인터페이스)

  • Kang, Seung-Shik;Choi, Yoon-Seung
    • Journal of KIISE
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    • v.43 no.11
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    • pp.1307-1314
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    • 2016
  • Virtual Hangul keyboards like Chun-Ji-In, Narat-Gul, and QWERTY are based on eyesight recognition, in which input letter positions are fixed in the smartphone environment. The input method of a fixed-position style is not very convenient for visually impaired individuals. In order to resolve the issue of inconvenience of the Hangul input system, we propose a new paradigm of the finger-touch based Hangul input system that does not need eyesight recognition of input buttons. For the convenience of learning the touch-motion based keyboard, finger touches are designed by considering the shape and frequencies of Hangul vowels and consonants together with the preference of fingers. The base position is decided by the first touch of the screen, and the finger-touch keyboard is used in the same way for all the other touch-style devices, regardless of the differences in size and operation system. In this input method, unique finger-touch motions are assigned for Hangul letters that significantly reduce the input errors.

A Comparison of Usability between the Height Adjustable Keyboard and the Adaptive Touch Keyboard on Smartphones

  • Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.2
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    • pp.145-156
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    • 2017
  • Objective: This study aims to compare the usability of the adaptive touch design method with that of the height adjustable design method that are applied to the Korean QWERTY keyboard and Naratgul keyboard on smartphones, examine the results, and present practical implications. Background: Smartphone manufacturers have failed to satisfy every user with their uniform touch keyboard designs that do not consider the high use rates of keypad use. In reality, touch keyboard designing customized for every individual is impossible, but there need to be researches on was to improve usability by having touch areas changed automatically depending on user behaviors or having users adjust the keyboard height depending on their hand size. Method: As for the design methods, an object group was given smartphones with the adaptive touch design method and the other group those with the height adjustable design method. As they entered the same characters in the smartphones, typing error rates and text input speed were measured and the average values were compared. 35 individuals who would frequently use smartphones in daily life participated in the experiment. The group variable was the type of touch keyboards, and the test variables were typing error rates and text input speed, for which a T-test was implemented. Results: As for the QWERTY keyboard, the significant improvement effect was verified as the typing error rate of the adaptive touch design method was 4.21% but that of the height adjustable design method was 3.28% although there was no significant difference in terms of text input speed. As for the Naratgul keyboard, in contrast, the typing error rate of the adaptive touch design method was 2.5% while that of the height adjustable design method was 1.48%, which indicates a measure of improvement, but the effect was not significant. On the other hand, the text input speed per minute was improved as much as 22.2%, which is significant. Conclusion: First, the Korean touch keyboard usability of the adaptive touch design method and that of the height adjustable design method, when applied to Model A of Company L, showed significant difference from each other. Second, the height adjustable design method was applied to the QWERTY keyboard, the typing error rate was improved significantly. This indicates that as the keyboard height was raised, the number of buttons within the range of fingering decreased, decreasing the touch bias was reduced. Third, the height adjustable design method was applied to the Naratgul keyboard, the text input speed was improved. Application: When the QWERTY keyboard was applied to a smartphone as small as 5.5inch or less, it is highly probably that the height adjustable design method decreases the typing error rate. It may be considered to develop additional UX functions to make the keyboard font larger or give users the option to adjust button intervals in utilization of the SW advantages of the height adjustable design method.

A Study on Influencing Factors of Channel Preference (스마트 환경에서 오프라인, 온라인, 옴니채널 선호도의 영향요인에 관한 한·중 비교연구)

  • Park, Jung-Ryeol;Kwon, Sun-Dong;Park, Hyun-Jung
    • Journal of Information Technology Applications and Management
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    • v.23 no.2
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    • pp.239-261
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    • 2016
  • Wide use of smart and high performing mobile device makes consumers use diverse distribution channels, composed of online and offline channel. Smart companies are trying to deploy omni channel. In order to successfully integrate these diverse channels, it is necessary to understand consumers' preference of channel choice. Thus, this study was focused on the influencing factors of channel preference such as price sensitivity, consumer innovativeness, time pressure, and need-for-touch. And this study compared these influencing factors between Korea and China, and drew meaningful message for e-commerce companies and offline distribution companies.