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The Effect of the Correctional Program that Deals with the Conflicts of the Divorced Inmates (이혼수형자대상 갈등대처기법 프로그램의 효과)

  • Gong, Jung-Sick
    • Korean Security Journal
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    • no.13
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    • pp.23-45
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    • 2007
  • The object of this dissertation is to teach the divorced inmates the method to deal with the conflicts which they have had. This program constitutes 10 terms session, and the participants are 6 at first, but reduced one latter. In the process of the program, when making nickname, the participants preferred the words that present their personal emotion and experience. And the participation rate by each participants were ascent more and more in accordance with the process. After the whole process of the program, we executed conflict-dealing scale test before and after the program. The result showed that 'Patience' and 'Siloam' presented change from emotional dealing to rational dealing. 'Sea', 'Jin' and 'Birth' presented higher level of emotional dealing than before the test. Therefore Through this result, we knew that conflict-dealing method program improved the skills and abilities which are used for the situation making conflicts.

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A Study on the Form of Charms with the Attributes of Experimental Typography (실험 타이포그래피 관점에서의 부적의 조형성)

  • 정성환;김민호
    • Archives of design research
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    • v.14 no.4
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    • pp.99-108
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    • 2001
  • The Charm is composed of various kind of ancient signs, letters and systematic characters so that they delivers messages with many expressions. They, compared with the experimental typography, are more logical and experimental than we generally think. Also, they have meanings and attributes as characters do, in which there are symbols, hieroglyphs, pictures and other similar words. Each attribute diverse from symbolic meaning, associates to deconstruction of letters. It is needed to review the experimental attributes of charms with the view of structural typography for potentialities of expression. The purpose of the study is to analyze and classify the morphologic construction of charms so that we can find the possibilities of applying the attributes to visual languages and typography. Future study seems to be extending the area of expressing of typography fit for our own culture, not for Western

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Semiotic Analysis of Film Sound in Hitchcock's <The Man Who Knew Too Much(1956)> (히치콕 <The Man Who Knew Too Much(1956)> 영화 사운드의 기호학적 분석)

  • Park, Byung-Kyu
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.65-74
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    • 2015
  • This study is dealing with sound of Hitchcock's movie <The Man Who Knew Too Much (1956)> from Peirce's semiotic perspective. This paper examined Peirce's theory prior to semiotic discussion, and analyzed the three elements of sound(speech, noise, music) depending on the type of sign that he presented. Music is possible to express emotions as an index through intervals. The instrument sound under firstness works as the element of narrative and it may be a dynamic object, transferred to the dicisign of secondness. Also, a word in speech is possible to represent an object allusively through an icon in the film. Noise and music as an index are serving to increase the tension of film. Meanwhile, two different genres of music on the juxtaposition are in charge of narrative function as a dicisign. Thus, Hitchcock's sound has various semiotic qualities of signification depending on the context.

Effect of Service Employees' Jeju Dialects on the Formation and Satisfaction of Tourist Destinations: Focusing on Tourists Visiting the Jungmun Tourist Complex in Jeju. (서비스 종사원의 제주 방언사용이 관광지 이미지 형성 및 만족에 미치는 영향: 제주특별자치도 중문관광단지 방문 관광객을 중심으로)

  • Lim, Hwasoon;Nam, Yoonseob
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.520-529
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    • 2018
  • The purpose of this study is to investigate the effect of Jeju dialect of service worker on tourist image, tourist satisfaction and revisit intention. The Regional dialect can be viewed as a cultural element that characterizes the region, It also serves as a medium to inform tourists of the feelings they experience while they are out of their area and visiting other areas. As a result of the study, it was found that the communication factors in the language communication of dialects had a positive(+) effect on the cognitive and emotional images of tourist sites. Interesting factors showed positive(+) effect on cognitive image of sightseeing spot, but did not affect emotional image. As a result of the study, it should be noted that excessive use of regional dialects may not necessarily have a positive effect on the emotions of tourists. If you want to develop tourist products using dialects, you need to pay attention to the use of words and expressions so that there is no misunderstanding.

A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games (하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰)

  • Kwon, Dong-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.271-284
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    • 2020
  • Good reviews that Half-Life: Alyx received created a turning point for the vitalization of the VR market with an uncertain future due to the absence of a revenue model together with the increased sales of VR equipment. Based on previous studies, this study categorized the characteristics of VR games according to graphs, first-person system, interface, controller, interaction technology, sound and stories. The analysis results show that the seven elements corresponded with "interactions" and "virtual images," which represent the completion level of games as part of VR components, and were connected to one another, which led to the proposal of an upper-rank concept "presence" to put them together. "Immersiveness," which represents users' emotions as part of VR components, was analyzed with the immersion theory to assign tasks of proper difficulty level for users' abilities. In the research process, the Delphi technique and FGI were administered to a panel of 15 experts to ensure objectivity. Finally, "presence" and "immersiveness" are characteristics in proportion to each other and can be valid concepts in future analysis of VR games as well as Half-Life: Alyx, which led to the proposal a new concept framework called 'presence effects' by combining the two words.

Fusion Approach to Targeted Opinion Detection in Blogosphere (블로고스피어에서 주제에 관한 의견을 찾는 융합적 의견탐지방법)

  • Yang, Kiduk
    • Journal of Korean Library and Information Science Society
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    • v.46 no.1
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    • pp.321-344
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    • 2015
  • This paper presents a fusion approach to sentiment detection that combines multiple sources of evidence to retrieve blogs that contain opinions on a specific topic. Our approach to finding opinionated blogs on topic consists of first applying traditional information retrieval methods to retrieve blogs on a given topic and then boosting the ranks of opinionated blogs based on the opinion scores computed by multiple sentiment detection methods. Our sentiment detection strategy, whose central idea is to rely on a variety of complementary evidences rather than trying to optimize the utilization of a single source of evidence, includes High Frequency module, which identifies opinions based on the frequency of opinion terms (i.e., terms that occur frequently in opinionated documents), Low Frequency module, which makes use of uncommon/rare terms (e.g., "sooo good") that express strong sentiments, IU Module, which leverages n-grams with IU (I and you) anchor terms (e.g., I believe, You will love), Wilson's lexicon module, which uses a collection-independent opinion lexicon constructed from Wilson's subjectivity terms, and Opinion Acronym module, which utilizes a small set of opinion acronyms (e.g., imho). The results of our study show that combining multiple sources of opinion evidence is an effective method for improving opinion detection performance.

Sensibility Vocabulary for 3D Stereoscopic Image Ride Film (3D입체영상 라이드 필름의 감성어휘)

  • Song, Seung-Keun;Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.120-129
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    • 2011
  • This research aims to investigate the representative affective words and the structure among them to scrutinize user's affect revealed in the ride film based on three dimension stereoscopic image. Previous studies related to the affect were reviewed and the affect words well-suited for three dimension stereoscopic image were collected. Suitability test for two hundred six basic affect words gathered as the result was done from sixty two typical users and four experts. Seventy seven candidate affect words have been selected and by the exclusion of similarity among them, finally twenty six words were extracted from the reduction process. Consequently fifteen representative words and the structure as the network between each word were revealed by using free association test based on twenty six affect words. We propose the affect research including sensors, emotions, and affects related to moving image rather than still mage during doing research affects in most of the previous studies. The future work includes the affect space and the affect effect for ride film based on three dimension stereoscopic image. This study can be adopted practically in the production of ride films and provided with a basic design guideline.

A Study on the Spread of YouTube Political Issues and the Attribution of the Issue, Focusing on the Issue of the Constitutional Court's Ruling on the 'Complete deprivation of prosecutorial powers' Act (유튜브 정치 이슈의 확산 양산과 이슈 속성 연구: '검수완박' 법안 헌법재판소 판결 이슈를 중심으로)

  • Insool Cho;Juhyun Hong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.193-203
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    • 2024
  • In a situation where news usage through YouTube is rapidly increasing, this study investigated which attributes of issues news producers prominently report on based on the two-stage agenda setting theory to empirically investigate the influence of various news producers on YouTube. Through the research results, we confirmed that broadcasters have the influence to set the agenda and form public opinion on YouTube, and discovered the possibility of a two-stage agenda setting effect occurring in the YouTube environment. We criticized whether news producers abuse emotional words due to their partisanship when reporting political issues, and discussed that an emotional approach to political issues can have a negative impact on news users' perception of reality.

A study on the behavior of adolescence's music listening (청소년의 음악 감상 행동에 관한 연구)

  • Seo, Seung Mi
    • Journal of Music and Human Behavior
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    • v.2 no.2
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    • pp.1-14
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    • 2005
  • This research was to study the behavior of listening music, music preference, meaning and role of music. The interviewees were 158 male/female students of high school in second level. This research had a interview which is composed with 7 multiple choice-questions and 1 short answer-question. In result, in the question of 'The average time of listening music', the most students(64, 41.8%) answered '1~2hours', the secondary, '2~3hours' which was 32.(20.9%) In the next question, 'The preference of music genre', 87students(56.8%) answered 'Korean pop and rock', 'American pop' was 11.1% each. Regarding 'The favorite mood of music', 50.3% of students answered 'Mellow songs, 24.8% of students answered 'Jaunty songs'. Regarding 'The social factor of listening music', more than half students(56.7%) agreed that friends or something like that may affect their music preference. Likewise, 51.6% agreed that their temper or character may affect their music preference. They answered that they enjoy the music usually when they take a rest(30.1%), when in moving(24.3%). Lastly, it said 'The meaning of music' is mostly 'Getting rid of stress and Refresh'(25.1%). And 'Calmness', 'Comfort' was 21.8%. The music especially to students means 'Emotional exit'. The music which can enable them to express their feelings is related with feeling and emotion deeply. And emotional factors like stress, depression, anxiety becomes the main reason of accepting the music meaningfully. In conclusion, This research says that they experience positive feelings and express emotions through music which enables them to understand fully their feelings and emotions.

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A Comparative Analysis of Social Commerce and Open Market Using User Reviews in Korean Mobile Commerce (사용자 리뷰를 통한 소셜커머스와 오픈마켓의 이용경험 비교분석)

  • Chae, Seung Hoon;Lim, Jay Ick;Kang, Juyoung
    • Journal of Intelligence and Information Systems
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    • v.21 no.4
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    • pp.53-77
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    • 2015
  • Mobile commerce provides a convenient shopping experience in which users can buy products without the constraints of time and space. Mobile commerce has already set off a mega trend in Korea. The market size is estimated at approximately 15 trillion won (KRW) for 2015, thus far. In the Korean market, social commerce and open market are key components. Social commerce has an overwhelming open market in terms of the number of users in the Korean mobile commerce market. From the point of view of the industry, quick market entry, and content curation are considered to be the major success factors, reflecting the rapid growth of social commerce in the market. However, academics' empirical research and analysis to prove the success rate of social commerce is still insufficient. Henceforward, it is to be expected that social commerce and the open market in the Korean mobile commerce will compete intensively. So it is important to conduct an empirical analysis to prove the differences in user experience between social commerce and open market. This paper is an exploratory study that shows a comparative analysis of social commerce and the open market regarding user experience, which is based on the mobile users' reviews. Firstly, this study includes a collection of approximately 10,000 user reviews of social commerce and open market listed Google play. A collection of mobile user reviews were classified into topics, such as perceived usefulness and perceived ease of use through LDA topic modeling. Then, a sentimental analysis and co-occurrence analysis on the topics of perceived usefulness and perceived ease of use was conducted. The study's results demonstrated that social commerce users have a more positive experience in terms of service usefulness and convenience versus open market in the mobile commerce market. Social commerce has provided positive user experiences to mobile users in terms of service areas, like 'delivery,' 'coupon,' and 'discount,' while open market has been faced with user complaints in terms of technical problems and inconveniences like 'login error,' 'view details,' and 'stoppage.' This result has shown that social commerce has a good performance in terms of user service experience, since the aggressive marketing campaign conducted and there have been investments in building logistics infrastructure. However, the open market still has mobile optimization problems, since the open market in mobile commerce still has not resolved user complaints and inconveniences from technical problems. This study presents an exploratory research method used to analyze user experience by utilizing an empirical approach to user reviews. In contrast to previous studies, which conducted surveys to analyze user experience, this study was conducted by using empirical analysis that incorporates user reviews for reflecting users' vivid and actual experiences. Specifically, by using an LDA topic model and TAM this study presents its methodology, which shows an analysis of user reviews that are effective due to the method of dividing user reviews into service areas and technical areas from a new perspective. The methodology of this study has not only proven the differences in user experience between social commerce and open market, but also has provided a deep understanding of user experience in Korean mobile commerce. In addition, the results of this study have important implications on social commerce and open market by proving that user insights can be utilized in establishing competitive and groundbreaking strategies in the market. The limitations and research direction for follow-up studies are as follows. In a follow-up study, it will be required to design a more elaborate technique of the text analysis. This study could not clearly refine the user reviews, even though the ones online have inherent typos and mistakes. This study has proven that the user reviews are an invaluable source to analyze user experience. The methodology of this study can be expected to further expand comparative research of services using user reviews. Even at this moment, users around the world are posting their reviews about service experiences after using the mobile game, commerce, and messenger applications.