• Title/Summary/Keyword: 감정 원형모형

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Measurement of Emotional Transition Using Physiological Signals of Audiences (관객의 생체신호 분석을 통한 감성 변화)

  • Kim, Wan-Suk;Ham, Jun-Seok;Sohn, Choong-Yeon;Yun, Jae-Sun;Lim, Chan;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.168-176
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    • 2010
  • Audience observing visual media with care experience lots of emotional transition according to characteristics of media. Enjoy, sadness, surprising, etc, a variety of emotional state of audiences is often arranged by James Russell's 'A circumplex model of affect' utilized on psychology. Especially, in various emotions, 'Uncanny' mentioned by Sigmund Freud is represented a sharp medium existing in a crack of clearly emotional conception. Uncanny phenomenon is an emotional state of changing from unpleasant to pleasant on an audience observing visual media is been aware of immoral media generally, therefore, because this is a positive state on a social taboo, we need to analyze with a scientific analysis clearly. Therefore, this study will organize James Russell's 'A circumplex model of affect' and uncanny phenomenon, will be progressed to establish a hypothesis about a state of uncanny on audiences observing visual media and analyze results of the physiological signals experiment based on ECG(Electronic Cardiogram), GSR(Galvanic Skin Response) signals with distribution, distance, and moving time in a circumplex model of affect.

Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on (내러티브 기반 소셜 이슈 기능성 게임의 사용자 감정 경험 연구 : <나누별 이야기>를 중심으로)

  • Lim, Su-Jin;Doh, Young-Yim;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.131-144
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    • 2012
  • To affect users' attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users' emotions. In this paper, focus group interview on the experiences about playing was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell's schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game's goal which is conveying the tragedy of war.