• Title/Summary/Keyword: 감성 콘텐츠

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Experiential Marketing Exploratory Study for Application of the Festival (체험마케팅의 축제적용을 위한 탐색적 연구)

  • Lee, ik-su
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.399-400
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    • 2011
  • 본 연구는 최근 활발하게 연구되어지고 있는 체험마케팅을 중심으로 이론적 내용을 살펴봄과 동시에 지역축제 적용을 위해 요인분석을 통한 축제적용 가능성을 살펴보았다. 연구결과 체험마케팅을 구성하고 있는 요소중 감각마케팅, 감성마케팅, 인지마케팅으로 구분되는 것으로 나타났다.

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Food 디자이너(Food Coordinator)의 신직업으로 조기정착화에 관한 연구

  • 양향자
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.443-448
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    • 2004
  • 맛! 이란 무엇인가\ulcorner 맛이란 단순히 식생활에서 느끼는 감성 그 자체만으로 대변할 수는 없다. 우리가 "맛있는 음식을 맛있게 먹고 싶다"고 하는 것은 인간의 기본적인 욕구이자 본능이다. 그러면 "맛"이란 무엇일까\ulcorner 인간이 가지고 있는 지식은 대략 오관(五官)을 통해서 얻어지는데 그 중에서 "맛"은 먹는 것이기 때문에 "미각"이 가장 크다고 생각될지 모르지만 이는 단지 1%에 지나지 않는다고 한다.

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A Study on Facial expressions for the developing 3D-Character Contents (3D캐릭터콘텐츠제작을 위한 표정에 관한 연구)

  • 윤봉식;김영순
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.478-484
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    • 2004
  • This study is a fundamental research for the developing 3D character contents about facial expression as a sort of non-linguistic signs, focusing on an expression of emotion factors of a person. It contributes a framework for symbolic analysis about Human's emotions along with a general review of expression. The human face is the most complex and versatile of all species. For humans, the face is a rich and versatile instrument serving many different functions. It serves as a window to display one's own motivational state. This makes one's behavior more predictable and understandable to others and improves communication. The face can be used to supplement verbal communication. A prompt facial display can reveal the speaker's attitude about the information being conveyed. Alternatively, the face can be used to complement verbal communication, such as lifting of eyebrows to lend additional emphasis to stressed word. The facial expression plays a important role under the digital visual context. This study will present a frame of facial expression categories for effective manufacture of cartoon and animation that appeal to the visual emotion of the human.

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Methodology of Online Survey Questionnaire based on Webgame towards Spacial Color Combination and Affective Word (웹게임 기반 온라인 설문조사 방법론 -공간배색과 감성언어를 중심으로-)

  • Kang, Seung-Mook;Kim, Hae-Yoon;Park, Kyeong-Su;Park, Young-Sung
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.133-141
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    • 2010
  • The purpose of this paper is to suggest one of effective online questionnaire methods by using web based games. The research examines the interrelation between space design element and emotion language in the background actually used in the web games, and suggests new questionnaire methods to overcome the problems of the insincere answers which is the limitation of online questionnaire methods. The paper is to examine the related references, and compare the merits and demerits between printed and online text based questionnaires. Then it suggests the on-line questionnaire methods based web games which can improve errors of the demerits. The emotional words and phrases database is embodied by the interrelation between the emotional words and four spaces such as a dwelling, a tradition, a commerce and a fantasy based on the position decision value of Gaussian distribution. The paper suggests to be utilized for a population calculability system such as a consumers preference test.

Effects on Job Satisfactions by an emotional Intelligence and Conflict-relations of Social Workers in a Long-term care Facilities : focused on the moderating effects of communications (노인요양시설 종사자의 감성지능과 갈등관계가 직무만족에 미치는 영향 : 소통의 조절효과 연구)

  • Park, Yae-Hyun;Ha, Kyu-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.246-260
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    • 2013
  • The purpose of this study is to demonstrate moderating effect of communications on job satisfactions by an emotional intelligence and conflict-relations of employees and to investigate the influence on job satisfactions by an emotional intelligence and conflict-relations of employees in a long-term care facilities. The results were analyzed from the final responses of 379 employees who are working in a long-term care facilities in Gyeong-Gi Province by SPSS 18.0. The method used in this study were factor analysis, t-test, ANOVA, hierarchical regression analysis, moderated regression analysis. The results of this study are as in the following. First, these consequences showed that an emotional intelligence is positively related with job satisfaction among others' emotional appraisal, use of emotion, regulation of emotion and self emotional appraisal. Second, these results are observed that the conflicts of client's protector and superior is negatively related with job satisfaction. Third, these data are convinced that the communications have a partial effects among conflict, relationship and compensation.

Differences of Emotional Intelligence and Interpersonal Relationship Disposition according to the Internet Addiction Tendency in Adolescents (청소년의 인터넷 중독 수준에 따른 감성지능 및 대인관계성향 차이)

  • Lee, Man-Je
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.201-211
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    • 2009
  • The goal of this study is to examine the differences in emotional intelligence and interpersonal relationship disposition in Korean adolescents according to the internet addiction level. The results are as follows: First, Some significant differences in respondents' emotional intelligence are found according to the internet addiction level. Specifically, the internet addicted group have lower scores than the non-addicted group in various aspects such as emotional awareness, emotional expression, emotional control, and emotional application. Second, the internet addicted group show a tendency to have less independent-responsible, sympathetic-receptive, and sociable-friendly disposition than its counterparts in the respect of interpersonal relationship. Third, the internet addicted group are disposed to have more competitive-aggressive, and defiant-distrustful disposition than the respondents in the other group.

A Study on Interaction Design of Companion Robots Based on Emotional State (감정 상태에 따른 컴패니언 로봇의 인터랙션 디자인 : 공감 인터랙션을 중심으로)

  • Oh, Ye-Jeon;Shin, Yoon-Soo;Lee, Jee-Hang;Kim, Jin-Woo
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1293-1301
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    • 2017
  • Recent changes in social structure, such as nuclear family and personalization, are leading to personal and social problems, which may cause various problems due to negative emotional amplification. The absence of a family member who gives a sense of psychological stability in the past can be considered as a representative cause of the emotional difficulties of modern people. This personal and social problem is solved through the empathic interaction of the companion robot communication with users in daily life. In this study, we developed sophisticated empathic interaction design through prototyping of emotional robots. As a result, it was confirmed that the face interaction greatly affects the emotional interaction of the emotional robot and the interaction of the robot improves the emotional sense of the robot. This study has the theoretical and practical significance in that the emotional robot is made more sophisticated interaction and the guideline of the sympathetic interaction design is presented based on the experimental results.

The Relationships among Transformational Leadership, Trust in Organization, Leader's Emotional Intelligence, Members' creativity in ICT Sector (ICT기업에서 변혁적 리더십, 조직신뢰, 리더의 감성지능 및 창의성의 관계)

  • Kim, Shin-Ho;Jeong, Jee-Yeon;Jung, Jae-Jin;Park, Jae-Choon
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.400-412
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    • 2015
  • This paper investigates the relationships among transformational leadership, organizational trust, and creativity in ICT(information & communication technology) company. Also the study investigates the moderator effect of leader's emotional intelligence and the mediator effect of organizational trust in the relationships between transformational leadership and creativity. The multiple regression analysis was employed to test the hypotheses. Using survey data collected from 241 R&D department and support personnel in ICT company. The main finding of this study was as follows: First, a transformational leadership had a positive effect on employee creativity. Second, organizational trust had a positive impact on employee creativity. Third, transformational leadership had a positive effect on organizational trust. Fourth, organizational trust turned out not to mediate the relationship between transformational leadership and employee creativity. Fifth, the positive relationships between transformational leadership and employee creativity were stronger when leader's emotional intelligence was high rather than low. In particular, this review concludes with implications for future research, limitations of this study, and practical application.

A Study on the Checklist of Emotional Evaluation for MMORPG (MMORPG의 감성평가 체크리스트에 관한 연구)

  • Park, Sang-Jin;Kwak, Hoon-Sung;Seo, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.217-224
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    • 2006
  • As the online game which is possible of large-scale multiple access enjoys popularity, the number of development by many online game manufacturers came to increase exponentially. But, the reason why the qualitative expansion pace cannot follow the pace of the quantitative expansion on games is that most of them are paltry enterprises except the leading enterprises which are occupying few competitive advantages, so there is no well-established production procedure, and accurate test before the launch isn't accompanied. Therefore, it doesn't cope flexibly to the expectable results. Now, important function is not embodied through the game feature checking stage of the same feature or is under the situation being used in finding out the fatal error of the specific parts. To this, this study collects the emotional vocabulary in the games to suggest the evaluation system that can evaluate the emotion the user feels while playing the game with the usage of the evaluation system that is leaned toward the existing usage evaluation system, and through factor analysis, we classify them into interactivity, interface and information factors and suggest the emotion evaluation system while designing the evaluation questions according to it.

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