• Title/Summary/Keyword: Emotion Contents

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The Effects and the Development of Backward Course Design in the 'Biology and Environment' Classes of the Elementary School (초등학교 과학 '생물과 환경' 단원에서 백워드 디자인의 적용 효과)

  • Ham, Junghwa;Sim, Jaeho
    • Journal of Science Education
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    • v.41 no.1
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    • pp.80-97
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    • 2017
  • The purpose of this study was to develop understanding-oriented materials based on backward course design model and analyze their effects on 'biology and environment' unit of elementary school science. Backward Design starts from a specification of learning outcomes and decisions on methodology and syllabus are developed from the learning outcomes. This method has a strength maintaining consistency between educational contents-evaluation-learning activities and also promoting student's authentic understanding. The 78 students 6th graders participated in this experiments. Data was collected using project activities, the science academic emotion scale and academic achievement. The collected data was analyzed by t-test and ANCOVA analysis using the SPSS 23 statistical program. The following major conclusions were drawn on the basis of data analysis. First, the experimental group showed a relatively accurate understanding of the contents of science but they could not produce creative output in two project activities. Second, the interaction effect of the instruction based on backward curriculum design and science academic emotion was not significant statistically. Third, the experimental group showed a significant improvement in the academic achievement of 'biology and environment' unit.

Study on the User Experience Design for Emotional Marketing in an Transmedia Environment (트랜스미디어 환경에서의 감성마케팅을 위한 사용자 경험디자인에 대한 고찰)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.194-201
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    • 2012
  • The expansion of media is in close connection with the expansion of awareness. The invention of characters enabled mankind to cross over time and space. Machines led to the development of body functions and electricity led to the expansion of space and time. Computers are the extension of the human brain and the advent of the internet led to the expansion of relationships. Even at this moment, media is unremittingly progressing like a spread of a mutant virus, and has resulted in fusion and complex phenomena such as convergence and hybrid media. Transmedia is a compound word formed by the word "Trans" which means traverse, transcend, penetrate or change, and the word "Media" and has the meaning "media which transcends media" which embraces all of modern day media. However, unlike other fusion or complex media, it is different in that it is not a combination of technologies but a combination of technology and emotion. Thus, transmedia should be recognized as a form of media that carries a significant meaning from the user experience aspect as it must simultaneously satisfy both "emotional awareness", which appeals to the human emotion, and "conscious awareness" of mankind, which arises out of the digital technology considered to be important in the smart-era society. This study first examines the concept of transmedia, and then examines the role of user experience design which triggers conscious thinking and strategies for emotional marketing. This study aims to be recognized as a matter for consideration with respect to the development stage for the establishment of a steady communication relationship between developers and designers, as well as communication with users.

The Clinical Effect of School Sand Play Group Counseling on Child Emotion and Behavior (학교모래놀이 집단상담이 아동의 정서, 행동에 미치는 임상효과)

  • Kwak, Hyeon Jeong;An, Un Kyoung;Han, Kil Ja;Lim, Myung Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.54-61
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    • 2018
  • The study was to identify the clinical effects of school sandplay group counseling on the emotions and behavior of elementary school students for the first time in Korea. The method of survey is to consult 113 students in the 4th - 6th grade of ${\bigcirc}{\bigcirc}$ elementary school for 10 weeks from March to July 2015. The small group consisted of 10 to 16 children, with one principal counselor and three or four assistant counselors participating, with 40 minutes of treatment, and a total of 12 follow-up sessions, including the Baseline assessment and treatment sessions. It was conducted to 56 male(49.6%) and 57 female(50.4%) students with questionnaires for their sex and age, assessing KCYP results at the point of baseline and post-therapeutic condition. A comparison of the clinical and detailed assessment scale scores of KCYP before and after 12 weeks of Sandplay resulted in a significant effects in improved and reduced symptoms depression of elementary school students after the school sandplay group counseling. School sandplay group counseling is thought to help elementary school students emotional problems and self-esteem.

The Characteristics of Malicious Comments: Comparisons of the Internet News Comments in Korean and English (악성 댓글의 특성: 한국어와 영어의 인터넷 뉴스 댓글 비교)

  • Kim, Young-il;Kim, Youngjun;Kim, Youngjin;Kim, Kyungil
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.548-558
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    • 2019
  • Along generalization of internet news comments, malicious comments have been spread and made many social problems. Because writings reflect human mental state or trait, analyzing malicious comments, human mental states could be inferred when they write internet news comments. In this study, we analyzed malicious comments of English and Korean speaker using LIWC and KLIWC. As a result, in both English and Korean, malicious comments are commonly more used in sentence, word phrase, morpheme, word phrase per sentence, morpheme per sentence, positive emotion words, and cognitive process words than normal comments, and less used in the third person singular, adjective, anger words, and emotional process words than normal comments. This means people are state that they can not control their feeling such as anger and can not think well when they write news comments. Therefore, when internet comments were written, service provider should consider the way that commenters monitor own writings by themselves and that they prevent the other users from getting close to comments included many negative-emotion words. In other sides, it is discovered that English and Korean malicious comments was discriminated by authenticity. In order to be more objective, gathering data from various point of time is needed.

Effects of Videos about Good and Evil on Moral Judgments Regarding Self and Others (인간의 선악을 보여주는 영상은 자신과 타인에 대한 도덕적 판단에 어떤 영향을 미치는가?)

  • Kim, ShinWoo;Lee, WonSeob;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.29-36
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    • 2019
  • Previous resarch demonstrated that moral judgment is not an outcome of rational reasoning, but an independent variable determined by diverse factors. The effects of disgust on moral harshness, audience effect on moralistic punishment are some examples that support this view. The variability of moral judgment raises a question on what effects video stimuli might have on moral judgments. Although a few studies (Schnall, Roper, & Fessler, 2010) have shown that watching a prosocial video clip promote moral behavior, no research have simultaneously tested the effects of both positive and negative video clips on moral (not bahavior but) judgments. Hence, this research tested the effects of viewing videos about good and evil on moral judgments regarding the self and others. To this end, participants were asked to view a video clip depicting content of either positive or negative human behavior and required to make moral judgments on conduct described in a scenario assuming that the person committing the act was either themselves or another person. The results showed significant effects of both video contents (positive, negative) and the actor (self, others) on moral judgments, but they were qualified by the interaction between the two. In particular, participants who watched evil deed of others made harsher judgments on others' moral transgression. Theses results demonstrate that video contents influence moral judgments, and the effect depends on the actor of the immoral behavior. In general discussion, we interpreted the results based on moral disgust, framing effect, and fundamental attribution error.

Relationship between Suppression Strategy of Emotional Expression and Posttraumatic Growth: Serial Multiple Mediating Effects of Self Disclosure on Traumatic Event and Social Support (정서표현억제전략과 외상후 성장의 관계: 외상사건에 대한 자기개방과 사회적 지지의 순차적 다중매개효과)

  • Sull, Keon-Hye;Kim, Min-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.392-403
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    • 2021
  • The purpose of this study was to examine the effect of emotion regulation strategy on posttraumatic growth and to confirm serial multiple mediating effects of self disclosure on a traumatic experience and social support in relationship between suppression strategy of emotional expression and posttraumatic growth. A survey was conducted for adults over the age of 18. Data of 663 adults (222 men, 441 women) were analyzed. According to analysis by using SPSS Process Macro, the less suppression strategy of emotional expression was used, the higher posttraumatic growth was. Simple mediating effect of self disclosure was confirmed between suppression strategy of emotional expression and posttraumatic growth. Serial multiple mediating effects of self disclosure and social support were shown in relationship between suppression strategy of emotional expression and posttraumatic growth. It means that the more people who use less suppression of emotional expression as their emotion regulation strategy, the more they disclose on their traumatic experience, then, they will receive emotional comfort and support from the people around, finally reaching posttraumatic growth. The importance of self disclosure and social support on posttraumatic growth was verified. Counseling intervention method was suggested for involuntary clients who usually suppress emotional expression, to enhance their posttraumatic growth. Lastly, significance and limitations of this study were suggested for follow-up studies.

A study on producing cartoon contents for culture and art education for disabled children: Focusing on mild mentally retarded children on stage of pre-operational period (장애아 문화예술교육을 위한 만화콘텐츠 제작에 관한 연구: 전조작기 단계의 경도 정신지체 아동을 중심으로)

  • Lee, Kkot-Song-Yi;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.20
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    • pp.141-157
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    • 2010
  • Though the education of culture and art for disabled children is very important, it has not been brisk yet until recently due to 'absence of the teaching methods suitable for disability types, levels and programs.'. In this situation, cartoon contents can be used as the most appropriate tools for culture and art education for mentally retarded children. Entertainment functions and genre features of cartoon contents can motivate the applicable children to participate more voluntarily and positively and function as teaching tools for interesting activities. Of course, since it is not proper to apply the cartoon contents for normal children to Special Education Field as they are, cartoon works should be made by understanding closely the characteristics and degrees of retardation of the applicable children and applying them to the composition of cartoons. However, for the contribution of this attempt to education field, it is thought that concrete guidelines for producing cartoon contents considering the concept of various types of disability, emotion, social behavioral traits, ability of cognition, school achievements, and the characteristics of language and physical health should be necessary, and to improve the application of the developed cartoon contents so that they will not remain as superficial results, sufficient communication with the applicable children such as application to classes in the process of development is necessary.

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An Analysis of The Repetitive Sound Effects Influencing on Game User's Flow (반복사운드 활용이 게임 유저의 몰입에 미치는 영향 분석)

  • Kim, Wan-Suk;Yun, Jae-Sun;Lim, Chan;Min, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.149-156
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    • 2010
  • There are elements for the game user get into the emotion of flow (the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity). In game contents, for example, a considerable sophisticated application of 'sound' is one of the important elements must be considered for a qualified game development process. If a proper audio condition is satisfied, a game user is intrinsically solving problems by auditorial sense and the participant get into immersing into the game spontaneously. There are elements in game contents storytelling for the user to be in flow condition, this study will be analyzing a game user's flowing, especially with repetitive usage of sound. To be accurate, 'flow analysis' of Csikszentmihalyi. M, and 'flow factors' of Donna L. Hoffman & Thomas P. Novak, in addition, would be proper references in the research. comparing to a precedent study that analyzed a game and flow focused on visual elements. Ponpoko(Sigma Enterprise Inc., 1981) and Bio Hazard 4(Capcom, 2007) will be given as the main texts. To achieve the desired proposition in the study, user's reaction is monitored by listening repeatable and ordinary sound. Questionnaires are including Frequency Analysis, MANOVA(multivariate analysis of variance).

Developing application depend on emotion extraction from paintings (회화에서 감성 추출에 기반한 어플리케이션 개발 연구)

  • Lee, Taemin;Kang, Dongwann;Cho, Kyung-Ja;Park, SooJin;Yoon, Kyunghyun
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1033-1040
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    • 2017
  • Artists use artistic features of paintings to provide various emotions in paintings. These features may be simply color and texture, but they can move on to form a composition or a symmetry. Through these features, people can feel various emotions when enjoying paintings. Even though they are using these features, there are paintings that are not readily accessible to non-extractable experts. This is because the analysis of features is not intuitive. In this paper, we want to produce content that matches paintings and music. This helps user to understand painting easily with paintings and matched music.

A Qualitative Study on Long Term Laid off Workers' Psychological Experiences: Focusing on labor Union Members (장기해고노동자의 심리적 경험에 대한 질적 연구: 노동조합 조합원을 대상으로)

  • Lim, Jeong-Sun
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.228-243
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    • 2015
  • This study analyzed the process of change related to how long term laid off workers experienced layoff and the subsequent period of unemployment using a phenomenological method. The subjects of this study were five laid off workers whose average period of unemployment was 8 years and 4 months, and they were surveyed through in depth interviews. By in depth interviews based on a semi structured questionnaire, data were collected about the subjects' psychological experiences at the time of layoff, continuous psychological or physical changes after the layoff, current state, coping methods during the period of unemployment, etc. From the results of the survey were derived 21 sub themes and 5 main themes that comprehended the sub themes. The five main themes were 'emotion and perception on and after layoff,' 'symptoms and changes resulting from the lengthening of layoff,' 'lengthened current state,' 'pattern of social perception,' and 'coping with layoff.' The main themes and the sub themes were described and long term laid off worker' associated experiences were explained in detail. Lastly, long term laid off workers' changes and experiences were discussed based on previous studies.