• Title/Summary/Keyword: 감성 경험

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Effective Design of Visual Information for the Elderly: A Study on the Interaction between Wrist Band Type Walking Aid Device and the Elderly (노인을 위한 효과적인 시각 정보 디자인: 노인과 손목에 착용하는 보행 보조 장치의 상호 교류에 대한 연구)

  • Kim, A-Ram;Kim, Hye-Mi;Jeong, Kwang-Min;Kim, Jin-Woo
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.11-22
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    • 2017
  • For the elderly whose path-finding capability and distance perception abilities have been weakened, the study intends to provide UI design of a wrist type walking aid device which allows the elderly to receive both visual and haptic information that induces the elderly' occasional attention by utilizing currently available haptic technology. The study asked 30 the elderly older than 65 years old, target consumers of the technology, to wear a smart watch and find a path by following the directions provided by four different UI versions of Wizard of Oz. Then, the study has conducted post-experience interview. Quantitative analyses was performed their preference level, number of misguided participants and the number of deviations incurred. Based on the data collected, the study has applied grounded theory, a qualitative research methodology, in order to grasp new understanding about the research, and has consequently reached some significant implications for further research on wrist type walking aid device for the elderly, who show self-contradictory demands.

Goal-Directed Learning and Memory (목표지향적 학습과 기억)

  • Shin, Yeon Soon;Han, Sanghoon
    • Science of Emotion and Sensibility
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    • v.16 no.3
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    • pp.319-332
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    • 2013
  • Previous research on learning and memory has focused on how they are constructed through past experiences. Recent studies, however, have shed light on that such cognitive processes are in service of higher goals of maximizing future rewards. This review paper aims to introduce and discuss a related line of research. First, this paper introduces researches that show goal-directed model-based reinforcement learning, in which agents choose a behavior that does not necessarily bring immediate rewards but will allow future rewards, based on generalization and analogical extrapolation. It also reviews studies on neural substrates of goal-directed learning, and discusses that cognitive process implicated in striatal dopaminergic signals can also influence memory. Especially, memory is not a merely passive process of storing and retrieving past experiences homogeneously, but rather results of a decision-making process to serve higher goals. The body of research suggests that information on future rewards can have influence on current cognitive processing in a retrospective manner.

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The review of neural basis for prosocial moral motivation and moral decision-making (친사회적-도덕적 동기 및 도덕적 의사결정의 신경학적 기제에 대한 개관 연구)

  • Jung, Ju-Youn;Han, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.555-570
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    • 2011
  • In order to do morally right behavior that we cognitively know, prosocial moral motivation is necessary. Previous studies revealed emotion is important for prosocial moral motivation. This was supported by cognitive neuroscience studies using functional magnetic resonance imaging(fMRI) in which the activity of ventral striatum(VS) was observed when people made moral decision. VS was originally known as the core area of reward process but recently VS was found to respond also to social reward and even feeling of prosocial emotion itself. However it is not clear why VS was activated when people experience prosocial moral sentiments. The aims of this review article were to find situations in which people are prosocially and morally motivated and to understand more about the role of emotion as a moral motivator by examining evidence regarding the neural network, including VS, of prosocial moral motivation and moral decision-making.

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Scale of Positive and Negative Experience (SPANE): Factor Structure and Measurement Invariance Across Gender in Korea (한국판 긍정적 및 부정적 경험 척도(SPANE): 요인구조 및 성별 측정 동일성)

  • Koo, Jaisun
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.103-114
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    • 2018
  • The Scale of Positive and Negative Experience (SPANE) is a newly developed emotional scale to measure well-being that was designed to overcome the limitations of the previous emotional scales (Diener et al., 2010). It comprises 12 items that measure positive and negative emotional experiences, including general (e.g., positive, negative) and specific (e.g., joyful, sad) items. It also reflects all levels of arousal. This study examined the factor structure and gender invariance of the Korean version of the SPANE. For this purpose, responses to the scale of a sample of 551 Korean college students (276 males and 275 females) were analyzed. The results exhibited high internal consistency reliability and construct validity for a Korean population. Furthermore, the configural, metric, and scalar invariance of the SPANE held across gender. These results suggest that the Korean version of the SPANE is a valid scale for measuring the emotional experiences of Korean students, and it is appropriate to use in future studies of gender difference in emotional well-being.

The Development of the Program Using Virtual Reality Environment to Treat the Stress Disorder after Car Accident (가상현실을 이용한 교통사고 후유장애 치료 프로그램 개발)

  • 김형래;이상호;노주선;김현택;김지혜;고희동
    • Science of Emotion and Sensibility
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    • v.4 no.2
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    • pp.33-38
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    • 2001
  • This analysis has been projected as a preliminary analysis to develop the therapy program for people who is suffering from stress disorder after car accident such as sense of fear or anxiety using virtual reality. The analysis verified the effect of driving scenario which is core technology of stress disorder program and of anxiety reduction training such as relaxation training through clients. The relaxation training has been tested to 8 people; 7 normal and 1 sufferer from car accident presenting them 3 different types of driving scenarios. As a result, relaxation training was effective but, it was not statistically good enough although it showed incensement of uneasiness by each different driving scenario. In spite of normal clients, it is interesting that anxiety lever after relaxation training using VR is lowered, but this result need to verify to client suffering real car accident.

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The Effect of Attribute Alignability and Certainty on Consumer Preference (제품속성의 정렬 가능성과 확실성이 제품 선호도에 미치는 영향)

  • Kim, Soo-Young;Song, Ju-Hun;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.153-172
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    • 2008
  • Products can maintain a high level of market share for many years by succeeding early in the development of a market. To overcome the benefit of pioneering a market, late entrants to the market can use differentiation strategies: developing novel attributes or enhancing preexisted attributes. In general, preexisted attributes are more memorable, but novel attributes can be weighted as heavily as preexisted attributes by contextual constraints. Based on the research of appraisal-congruent judgement, certainty appraisal dimension may affect the degree to which people engage in systematic or heuristic processing. This study examines the effects of alignability (the ease with which the attributes of one object can be aligned or mapped onto another object) of product attributes and certainty on consumer preferences for late entrants. Participants were induced to experience certainty and then completed a questionnaire. As predicted, participants induced certainty were likely to engage in heuristic processing, while participants induced uncertainty were likely to engage in systematic processing. This study provides an implication that companies should additionally consider consumers' feeling of certainty when launching a new brand.

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The Pathway Linking Childhood Trauma and Stress Perception: Mediating Role of Theory of Mind (아동기 외상과 마음이론이 스트레스 지각에 미치는 영향)

  • Jang, Eun-young
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.17-28
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    • 2018
  • This study investigated the differential effects of childhood trauma, especially neglect, emotional abuse, and physical abuse on stress perception in relation to the ToM (theory of mind), among one-hundred and fifty five college students. For this purpose, self-reported childhood neglect, emotional abuse, physical abuse, and stress levels during the previous week were measured. Social cognition was measured using a ToM questionnaire which asked respondents to guess the intentions of the person in each vignette by providing additional hints. In order to examine the predicting role of childhood trauma and mediating role of ToM, two distinct structural models assuming full (Model 1) and partial (Model 2) mediational effects were compared using structural equation modeling. The partial mediational model was supported and the main results were as follows. First, childhood neglect indirectly predicted stress perception through the effect of the ToM. Second, childhood emotional abuse directly predicted stress perception. Third, childhood physical abuse had no distinct effect on stress perception. Finally, the limitations of this study and the implications for future studies are discussed.

Relationship between the Level of Depression and Facial EMG Responses Induced by Humor among Children (유머에 의해 유발된 아동의 안면근육반응과 우울 수준과의 관계)

  • Jang, Eun-Hye;Lee, Ju-Ok;Sohn, Sun-Ju;Lee, Young-Chang;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.33-40
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    • 2010
  • The study is to examine relationship between the level of depression and facial EMG responses during the humor condition. Forty-three children(age range 22-49 years) participated in the study. The Korean Personality Inventory for Children(KPI-C) was used to measure the level of depression in children. While children were presented to audio-visual film clip inducing humor, facial EMG were measured on their faces(bilateral corrugators and orbicularis). A baseline state was measured during 60 seconds before the presentation of the stimulus, i.e., emotional state lasting 120 seconds. Participants were asked to report the intensity of their experienced emotion. The results of emotion assessment showed 95.3% appropriateness and 3.81 intensity on the 5 points Likert scale). Facial EMG showed a significant increase while participants experiencing humor compared to baseline state. Additionally, the result showed a negative correlation between right corrugator responses and the level of depression. The study findings showed the more children experienced depression, the less facial EMG activity they had while experiencing humor.

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The effects of learning method, learning schedule, and task difficulty on the learning of computer software (학습방법, 학습계획, 과제 난이도가 소프트웨어 학습에 미치는 영향)

  • Kim, Kyung-Su;Li, Hyung-Chul;Kim, Shinwoo
    • Science of Emotion and Sensibility
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    • v.17 no.1
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    • pp.3-12
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    • 2014
  • Quick and accurate learning of diverse electronic products has become an important daily task. In particular, software occupies core status in the control and operation of the products. This research tested the effects of learning method, schedule, and task difficulty in the learning of software. Using 2 (learning method: experiential vs. verbal) ${\times}$ 2 (learning schedule: spaced vs. massed) ${\times}$ 2 (difficulty: easy vs. difficult) between-subjects design, Experiment 1 tested participants' learning of file control using Windows Movie Maker. There was no effect of learning schedule on task completion time, but participants in experiential learning were faster in the completion of evaluation task compared with those in verbal learning condition. Importantly, as task difficulty increases participants in verbal condition showed markedly lower performance than those in experiential condition, which suggests that experiential learning is more effective with more difficult learning task. That is, in case of learning simple operation of software verbal learning using linguistic manual or instruction could be sufficient; on the other hand in case of learning complex operation learning from experience or tutorial mode would be more effective. Additional studies which manipulated task difficulty (Expt. 2) and inter-trial learning interval (Expt. 3) did not produce meaningful results.

Design and Evaluation of Multisensory Interactions to Improve Artwork Appreciation Accessibility for the Visually Impaired People (시각장애인의 미술 작품 감상 접근성을 높이는 다중감각 인터랙션의 설계 및 평가)

  • Park, Gyeongbin;Jo, Sunggi;Jung, Chanho;Choi, Hyojin;Hong, Taelim;Jung, Jaeho;Yang, Changjun;Wang, Chao;Cho, Jundong;Lee, Sangwon
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.41-56
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    • 2020
  • This study suggests multisensory interaction techniques to help visually impaired people appreciate and understand artworks through non-visual senses such as tactile, auditory, and olfactory senses. A user study was conducted on the basis of a qualitative interview about the experience of appreciating artwork through the multisensory interaction system to visually impaired people so as to verify the development of the interaction techniques. The user test shows that the multisensory interactions in artwork generally not only help them appreciate and understand it but also give them satisfaction through artwork appreciation. However, it also indicates that some multisensory interactions caused the visually impaired people confusion and could not be perceived during the appreciation. On the basis of these outcomes, implications in this study are as follows. This study has contributed to providing specific development guidelines and indicators of non-visual multisensory interactions as a technical alternative to improve accessibility to cultural and artistic activities for the visually impaired. Furthermore, this study is expected to contribute to building a technical background, which can provide comprehensive sensory experiences with not only blind people but also non-blind people such as children and the elderly through universal interaction techniques beyond existing visual-oriented fragmentary experience.