• Title/Summary/Keyword: 감정요소

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The use of game media as the therapeutic sentimentalism and the therapeutic expressionism (감상주의적 치료와 표현주의적 치료로서의 게임 미디어의 활용)

  • Yi, Yun-Ho;Lee, Myoun-Jae;Kim, Young-Eun
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.784-787
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    • 2010
  • 상담심리학적으로 미디어 치료에는 매체를 보고 듣고 느끼며 자아를 성장시켜 가는 감상주의적 치료와 매체를 직접 만들어가면서 자신의 감정과 생각을 매체에 투사하는 표현주의적 치료가 있다. 감상주의적 치료 예로는 사진보기, 영화, 미술관람, 책읽기 등이 있는데 내담자 스스로의 해석력이나 해석방법에 따라 심리학적 영향력의 유무가 결정되어서 이해력과 집중력이 부족한 내담자에게는 상담결과의 정확성이라는 한계가 있다. 표현주의적 치료 예로는 춤, 노래, 미술창작활동, 모래놀이, 연기활동, 영상제작 등이 있으며 이는 무의식의 발산을 가능케 하고 적극적 자기의사 표현하는 등의 장점이 있지만 창작활동의 특성상 개별 작업의 형태가 많고 제작기반 획득 등의 한계가 있다. 본 논문에서는 이 두 한계를 극복하기 위하여 표현주의적인 치료와 감상주의적 치료가 동시에 가능한 게임 미디어를 이용한 치료 가능성을 제안한다. 이를 위하여 이 치료에 적합한 게임의 구성요소와 게임의 시각 요소를 기술한다.

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Characteristics of Spoken Discourse Markers and their Application to Speech Synthesis Systems (담화표지의 음성언어적 특성과 음성합성 시스템에서의 활용)

  • Lee, Ho-Joon;Park, Jong C.
    • Annual Conference on Human and Language Technology
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    • 2007.10a
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    • pp.254-260
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    • 2007
  • 음성은 컴퓨터로 대변되는 기계와 사람 그리고 기계를 매개로 한 사람과 사람의 상호작용에서 가장 쉽고 직관적인 인터페이스로 널리 활용되고 있다. 인간에게 음성정보를 제공하는 음성합성 분야에서는 합성결과의 자연스러움과 인식성이 시스템의 주요 평가요소로 활용되고 있는데 이러한 자연스러움과 인식성은 합성결과의 정확성뿐만 아니라 발화환경이나 발화자의 발화특징 혹은 감정상태 등에 의해 많은 영향을 받게 된다. 담화표지는 문장의 명제 내용에는 직접 관여하지 않으면서 화자의 발화 의도나 심리적 태도를 전달하는 구성 요소를 말하는데 본 논문에서는 담화표지가 포함된 대화 음성 데이터를 수집하여 담화표지의 음성언어적인 특징을 분석하고 분석된 결과를 음성합성 시스템에 활용하는 표현방식에 대해 논의한다.

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Behavior Analysis of Dynamic Love Model with Time Delay (시간 지연을 갖는 사랑의 동적 모델에서의 거동 해석)

  • Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.253-260
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    • 2015
  • Love which is one of the emotional of mankind, has been studied in sociology and psychology as a matter of grate concern. In this paper we represent romantic behaviors in the love equation of Romeo and Juliet as time series and phase portraits in the case of with and without time delay. And we also analyze their difference.

SNS 프로필 사진이 대출상환에 미치는 영향: 카카오톡 메신저 사진을 중심으로

  • Jeong, Won-Hun;Ha, Gyu-Su
    • 한국벤처창업학회:학술대회논문집
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    • 2020.11a
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    • pp.127-130
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    • 2020
  • 금융시장 환경이 점차 변화하고 있다. 흔히 지점이라 불리는 오프라인 환경에서 애플리케이션을 이용하거나 웹페이지를 이용하는 온라인 비대면 환경으로 이동함에 따라 기존의 정형 정보를 중심으로 한 소비자 행동 예측 방법보다 더 나은 방법을 모색하기 이르렀다. 이에 따라 주관적 비정형 정보의 중요하게 된 것이다. 본 연구는 비대면 대출시장에서 주관적 비정형 정보의 하나인 SNS 프로필 사진과 대출상환에 영향을 미치는 변인을 파악하는 것을 목표로 한다. SNS 프로필 사진은 자신의 감정이나 상태를 표현하는 도구로 떠오르고 있으며, 이러한 차입자의 SNS 프로필사진을 분석함으로써 정보비대칭의 최소화로, 대출심사를 위한 신용평가에 유의적 요소들을 규명하는데 목적이 있다. 본 연구에서는 대출자들이 차입자에 대한 평가의 중요 고려 요소들을 규명하고 탐색하는데 초점을 맞춰 SNS 대안 신용평가만을 심사기준으로 이용한 대출인 텐스페이스의 AI LOAN 대출자중에서 2020년 2월부터 2020년 2월까지 대출자료를 확보할 예정이다. 이러한 자료 중에서 2020년 12월 30일을 기준으로 상환기일이 도래한 대출상환 자료 중 SNS사진을 순서형 로짓회귀모형을 이용해 분석하고자 한다.

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A Comparative Evaluation of User Experience Design on Virtual Reality Indoor Bikes (가상현실 실내자전거에 관한 사용자경험설계의 비교 평가)

  • Kim, Sun-Uk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.48-55
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    • 2018
  • A framework has recently been developed to evaluate the user experience (UX) design for a virtual reality (VR) indoor bike. However, no comparative evaluation has been performed for an actual product using this framework. This paper investigates the effectiveness of the framework and identifies some problems when applying it. To validate the framework, we applied the proposed framework to a Korean VR indoor bike (KoVIB) prototype and VirZOOM, a commercial VR bike. The evaluation criteria consist of usability, emotional aspects, user values, and sense of reality. These four criteria were interpreted to evaluate prototypes and include 13, 6, 8, and 16 sub-elements, respectively. The results revealed the strengths and weakness between the Korean prototype and the commercial product, which are valuable for promotion and improvement. The framework helps to identify some problems when applied to real domains. As a result, we recommend a revised framework to compare prototypes with existing VR bikes.

A Study on Character's Emotional Appearance in Distinction Focused on 3D Animation "Inside Out" (3D 애니메이션 "인사이드 아웃" 분석을 통한 감성별 캐릭터 외형특징 연구)

  • Ahn, Duck-ki;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.361-368
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    • 2017
  • This study analyzes into the characteristic appearance in distintion with emotional changes toward visual forms of psychology along with character development in the 3D animation industry. In this regard, the study seeks to propose essential targets of the five emotional characters from the Pixar's animation Inside-Out to prove psychological effects to the character's visual appearance. As a previous research, the study analysis the visual representations oriented toward both emotional facial expression and emotional color expression using both Paul Ekman and Robert Plutchik's human basic emotion research. The purpose of this study is to present the visual guideline of emotional character's appearance through the various human expression for differentiated character development in animation production.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

A study on the preference between emotion of human and media genre in Smart Device (스마트 디바이스 기반의 인간의 감정과 미디어 장르 사이의 선호도 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.59-66
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    • 2015
  • To date, contents' usability of most multimedia devices has been focused on developer not on user, which made difficult in solving the problems or fulfilling the needs while people using real system. Although user-centered UX and UI researches have been studied and have resulted in innovation in some part, it does not show great effect on usability as it is not easy to interpret human emotions and needs and to apply those to system. Usability is the matter on how deeply smart devices can interpret and analyze human mind not on how much functions and technologies are improved. This study aims to help with usability improvement based on user when people use smart devices in multimedia environment. We studied the interaction between human and contents by analyzing the effect of human emotions and personalities on preference and consumption of contents' type. This study was done by assuming that proper analysis on human emotions may increase user satisfaction on multimedia environment. We analyzed contents preference by gender and emotion. The results showed that there is significant relationship between 'Happy' emotion and 'Comedy Program' preference and men are more prefer it than women. However, it does not reveal any significant relationship between 'Sad' emotion and contents preferences but women are slightly more prefer 'Comedy Program' than men. This result supports the Zillmann's 'mood based management', which suggests that the needs for pleasant contents are revealed to relieve sadness when people are in a sad mood. In addition, our finding corresponds with Oliver's insistence on meeting all four factors, insight, meaningfulness, understanding and reflection, rather than just pleasure for more satisfaction. This study focused on temporary emotional factors and contents and additionally on effect of users' emotion, personality and preference on type of contents consumption. This relationship between emotions and contents study would suggest the better direction for developing smart devices with great contents usability and user satisfaction in the future.

Analysis on the Movement Found in an Animation - Focusing on Laban's Effort - (애니메이션 <몬스터 대학교>의 움직임 분석 -라반의 에포트를 중심으로)

  • Sung, Rea
    • Cartoon and Animation Studies
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    • s.40
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    • pp.33-53
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    • 2015
  • The movement of characters is one of the crucial elements to deliver their emotion flowing inside. Though it is the same movement, it may appear or be expressed differently according to the character's personality or emotion or the particular situation. The purpose of this study is to analyze not only the movement found superficially in an animation but also a character's internal emotion and attitude with Laban's movement analysis system, particularly effort, one of its analysis categories, and examine how effectively Laban's movement analysis often employed at the circles of dance can analyze movement in an animation. is about a monster that constantly makes efforts to realize its dream to be a scarer. Functional movement forms the most part, but expressive movement to show how a character thinks or feels also appears harmoniously. Characters' externally shown movement can express their internal emotion properly sometimes, but they also often move expressing their feelings in moderation. Therefore, this study analyzes the movement of characters found in the four scenes of with LMA's effort. According to the findings, at the scene where Michael enters the door leading to the human world following the scarer, the emotional state of Michael envious of the scarer is expressed with the Vision Drive giving the strong feel of dreaming. At the scene of the second game to choose the best scare team, it shows us the Spell Drive with its careful and light movement having clear intention to survive at the game. At the scene where there is a party held for the teams that have survived, it shows the Passion Drive of being eagerly expressing happy and delightful feelings without considering what is around. At the scene where Michael and Sullivan are pursued by people, the Action Drive was used to express movement that was heavy and strong and was getting faster gradually by focusing the feelings of the characters in haste into one place.

Examining the Relationship Among Restaurant Brand Relationship Quality, Attribution, and Emotional Response After Service Failure Experience (서비스 실패 경험 후 레스토랑 브랜드 품질, 귀인 및 감정반응 관계분석)

  • Jang, Gi-Hwa;Song, Soo-Ik;Oh, Sung-Cheon
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.4
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    • pp.1120-1133
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    • 2018
  • The purpose of this study is to validate the failure attribution factors affecting emotional changes after a failed service by local restaurant users, and the relapse effects of the perceived failure of a customer's brand relationship. In this study, the implications of this study can be divided into the null theory and the homogenous theory, in which the study of the relationship between individual belief that influences the null theory and the post-gender emotional response is minimal. The independence of the crash response (angerous VS compassion) has been equally validated as building a belief-gathering-emotion three-step model. First, emotional BRQ (intimate and love) has a reduction effect on controllable geeks, and behavioral BRQ (relative existence) has an extended effect on controllable geeks. From a management perspective, restaurant managers should be less aware of the repeatability of a customer's service failure and call for customer sympathy. Integratedly, restaurant managers must control the customer's perception of service failure and restore the impact of the customer's BRQ on emotional reactions. A variety of service recovery measures should be established and the cerumen should be controlled. In addition, since BRQs have different effects on anger and sympathy (extended VS), different service failure recovery plans should be presented depending on the characteristics of the customer BRQ. For example, measures such as monetary compensation or fair dealing, emotional distribution to close and loving customers, and persuasion of reciprocal benefits to interdependent customers should be developed according to circumstances. This study explored the effectiveness of the geeks after a service failure and has limitations that do not take into account the various regulatory factors in the BRQ-return-Empression process. Thus, in further studies, the effects of adjusting service failure strength should be considered and a more complete model should be built.