• Title/Summary/Keyword: Emotion Factors

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Fundamental Studies on Human Sciences by Facial Form Analysis - Based on Unit Fluid Model of Essence, Qi energy, Emotion, Blood - (안면형상연구의 인간과학적 기초 연구 - 정기신혈(精氣神血)의 유체역학적(流體力學的) 해석을 중심으로 -)

  • Kim, Jong-Won;Lee, In-Seon;Kim, Kyu-Kon;Lee, Yong-Tae;Kim, Kyung-Chul;Eom, Hyun-Sup;Chi, Gyoo-Yong
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.22 no.5
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    • pp.1057-1061
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    • 2008
  • For the purpose of investigating the reasonable logics contained in physiognomy of east and old western medicine. hypothetical researches based on hydromechanics theory were performed concerning facial types of form and pathologic features, especially 4 types of Dr. Jisan-Essence, Qi energy. Emotional Activity and Blood(EQAB). In order to infer the functional relation between facial type forming and EQAB factors, EQAB were supposed as fluid grounded on their continual flowing or periodical change and pressure effect from its congestion. and a premise that there's a linear corresponding relationship between the appearance of organ and its physical conditions of its inner vessels is formed too. Through this work, the unit fluid model(UFM) of Essence can be assumed as circle shape formed by the high viscosity and surface tension, the UFM model of Qi energy as quadrangular shape by the scattering features to outer four directions, and the UFM of emotional activity as inverted triangular shape by the flippant and uprising features, and the UFM of blood as ellipsoid triangle by the heavy and descending features in spite of circulation. The shapes made from each UFM are reproduced in the process of human development and manifest respective facial shape through the self-reproduction method like fractal theory in the last. Conclusively. it is said that the facial form analysis method like EQAB type theory can be the useful methodology to understand the human pathological and physiological features in view of hydromechanics.

The Neurobiology of Anxiety (불안의 생물학적 근원)

  • Seok Jeong-Ho;Kim Se-Joo;Kim Chan-Hyung
    • Anxiety and mood
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    • v.1 no.1
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    • pp.7-13
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    • 2005
  • Anxiety is one of the basic emotions which human experiences across different cultures in the world and it can be observed in mammals. Our understanding of the neurobiology of this emotion has made some advances, even though it has not been completed, with the development and advance in the investigation method including neuroimaging, neurochemical, and genetic approaches. In this article, the neuroanatomical and neurochemical basis of anxiety is reviewed. The amygdaloid complex has been known to playa key role in processing of anxiety or fear. It has extensive afferent and/or efferent connections with cortical and subcortical structures. The mesial temporal structures including hippocampus appear to be involved in acquisition of anxiety and related behaviors. The prefrontal cortical structures appear to play important roles in conscious awareness of anxiety and in modulating anxiety and related behavior. The bed nucleus of the stria terminalis (BNST) is known to playa critical role in unconditioned fear response. The central noradrenergic system and hypothalamo-pituitary-adrenal axis are known to play important roles in modulating and expressing anxiety-related responses. Anxiety has been gathering attentions from many investigators and numerous preclinical and clinical investigations of anxiety and anxiety disorders have been done. In particular, neural plasticity in critical period and the psychobiological factors related to resilience to extreme stress and anxiety are important issues in this field.

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Effect of the Elderly Consumers' Education Level on Eating-Out Decision Making Process (노인소비자의 학력수준이 외식구매의사결정 과정에 미치는 영향에 관한 연구)

  • Kim, Tae-Hee;Seo, Eun
    • Journal of the Korean Society of Food Culture
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    • v.20 no.6
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    • pp.638-643
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    • 2005
  • As Korea has approached the aging society, older Koreans have become an important force in restaurant sales today. To succeed with this silver market, it is important for restaurant managers to know who they are and what factors influence older Koreans' eating-out decision making process. The purpose of this study was to investigate the effect of the silver consumers' education level on eating-out decision making process. Data were collected from 178 older consumers above 55 years old and analyzed using the descriptive statistic analysis, MANOVA, and one-way ANOVA. The results showed that the elderly consumers' education level significantly influenced the decision making process in determining where to eat out. Significant differences were found in the Problem Recognition Step(Wilks' Lambda=0.817, F=2.991), Information Search Step(Wilks' Lambda=0828, F=2.218), Alternative Evaluation Step II(Wilks' Lambda=0.741, F=3.596), Purchase Decision Step(Wilks' Lambda=0.859, F=2.223), and the Post-Purchase Behavior(Wilks' Lambda=0.885, F=1.780). The higher education level was, the more directly involved in the eating out decision process. The elderly consumers with university education were likely to 'propose to eat out by themselves'(F=9.346), to obtain restaurant information from the 'printed materials'(F=7.452), to go to 'family restaurant'(F=9.057), 'Japanese restaurant'(F=8.7891) and 'fine dining restaurants'(F=3.936), and to directly express their emotion when they had complaints about restaurant service(F=3.206). In conclusion, older Koreans will become more healthy and wealthy which means the dining out activity will be an important part of their life to socialize with people. Therefore, food service operations should consider the elderly consumers' needs and expectation of restaurant services and actively position themselves for this new market segment.

A study on the User Experience and Aggressive Action in Violent Video Game (폭력적 비디오게임의 사용자 경험과 공격행동성에 대한 연구)

  • Yun, Ju-Sung;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.215-226
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    • 2015
  • As violent video game is used based on active interaction and involvement of users, it is widely thought that it may have more effect on individual violence and aggressive action than existing violent videos. This study aimed to examine the effect of user experiences in the violent video game such as hostility, anger, arousal, enjoyment and identification on users' aggressive action. For this purpose, the first person FPS shooting game that consists of violent contents was employed to carry out playtest for 80 subjects with 40 male and 40 female university students. As a result, it was found that the user's arousal level, state anger, enjoyment and identification experience by the use of violent video game had an effect on aggressive action. Among factors that have aggressive action in the used of violent video game, besides emotion and arousal, the level of identification with a game character was found to be important effect factor. Hostility factor that was assumed to have effect on aggressive action was not significant, but enjoyment of game was proved to have effect on aggressive action of users.

A Causality between Cultural Satisfaction and Social Trust in Cities (도시인의 문화환경 만족과 사회적 신뢰의 인과성)

  • Kim, Dong-Yoon
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.4
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    • pp.49-57
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    • 2012
  • With regard to the culture in cities this study aims to essential understanding and systematic approach to the culture. The "2011 Seoul Survey"report has been used to find out causality among the related variables. In the first place 'satisfaction of cultural condition' was operationally selected as a dependent variable for regression. For the purpose of controlling confounding factors for ceteris paribus effect correlation analysis was done between the dependent variable and all other variables respectively, which resulted in two groups of variables: group (1) - 6 variables of very significant correlations(p-value<0.01) and (2) - the other 6 variables of significant correlations(p-value<0.05). Then hierarchical regression was adopted to these 2 groups to analyse $R^2$ increment, statistical significance of independent variables, and multicollinearity(VIF; variance inflation factor). At last a regression model specified by group (1) as independent variables(they are 'social trust', 'satisfaction of walking condition', 'happiness index', 'preparation against old age', 'satisfaction of traffic condition' and 'hours for internet') shows that only 'social trust' variable has statistically significant and substantially strong effect on 'satisfaction of cultural condition.' This finding should be accepted on the following understanding; (1) urban culture has a collective attribute formed between people and society, (2) culture is somewhat telling and hearing stories and the confidence between tellers and hearers is essential in the mutual response and (3) stimulus is received by relationship in company with sense, emotion, thinking and action. In spite of restrictive external validity this finding can be used as a direction for promoting culture and a basis for related policy choice in cities.

The Visual Representation Methods based on natural objects in Information Design (자연물을 모티브로 활용한 정보디자인의 시각화 기법)

  • Jeong, Hyun-Jeong;You, Sichoen
    • Smart Media Journal
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    • v.3 no.2
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    • pp.20-28
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    • 2014
  • The issues of generation, delivery, and processing of information which have been treated importantly in information design field have evolved along with the evolution of the humankind. In the modern society, the vast amount of, complex, and artificial forms of information such as big-data is accounted for the majority and claims of interest focusing on how to effectively design those kinds of information are being increased. This study explored the visualization methods applied with the natural objects as motives as one of the ways for users to easily get their perception and cognition to the information. Nature has long influenced on the human figural activities. The natural objects take the optimum visual shapes and provide the diverse inspiration and emotion to the designers in the various design fields such as product design, architecture design, and so on. Through the literature studies, we suggested the compositional principles of natural objects and the principles for observing and analysing natural objects as a principle to use the natural objects for information design domain. We, also, suggested the information design approach model which is inspired the natural objects by linking those two kinds of principles to the information design's visual realization factors and explored the possibilities of utilizing of the approach model by the case studies.

A Machine Learning Approach for Stress Status Identification of Early Childhood by Using Bio-Signals (생체신호를 활용한 학습기반 영유아 스트레스 상태 식별 모델 연구)

  • Jeon, Yu-Mi;Han, Tae Seong;Kim, Kwanho
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.1-18
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    • 2017
  • Recently, identification of the extremely stressed condition of children is an essential skill for real-time recognition of a dangerous situation because incidents of children have been dramatically increased. In this paper, therefore, we present a model based on machine learning techniques for stress status identification of a child by using bio-signals such as voice and heart rate that are major factors for presenting a child's emotion. In addition, a smart band for collecting such bio-signals and a mobile application for monitoring child's stress status are also suggested. Specifically, the proposed method utilizes stress patterns of children that are obtained in advance for the purpose of training stress status identification model. Then, the model is used to predict the current stress status for a child and is designed based on conventional machine learning algorithms. The experiment results conducted by using a real-world dataset showed that the possibility of automated detection of a child's stress status with a satisfactory level of accuracy. Furthermore, the research results are expected to be used for preventing child's dangerous situations.

Study on Expression Characteristic of Patchwork Quilt Technique Type Expressed in Modern Fashion (현대 패션에 표현된 패치워크 퀼트기법 유형의 표현특성에 관한 연구)

  • Lee, Ji-Eun;Kwak, Tai-Gi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.3
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    • pp.17-32
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    • 2017
  • Modern society has been transformed into a digital emotional society that could gradually be seen, felt, and enjoyed by the diversification of personal consumption desires due to digital development. Accordingly, in fashion, an original fashion sense that arose out of classical and conventional thinking has become important and there is an increasing interest in patchwork quilts. The purpose of this study lies in contributing to the development and utilization of creative and emotional fashion design by expanding the mental changes that have emerged in modern society to creative areas after analyzing the classification and expression characteristics of the type cases of patchwork quilt techniques expressed in modern fashion. In addition, it is meaningful to examine how the expressive characteristics of patchwork quilts are expressed in the digital emotion era. This study paralleled literature research and empirical case studies. In the scope and method of research, the theatrical research was centered on literature data. For visual data, website photos were collected, limited to women's clothing among the collections from Fall & Winter 2014 to Spring & Summer 2017. After drawing the expression types of patchwork quilts extracted from the previous research based on the design formative factors, the fashion-related expert group analyzed the expressive characteristics of 501 photographs in which the patchwork quilt of the designer clothing collection were reflected. As a result of analysis, the expressive types appeared in the order of diversification of techniques and materials, extended dual images, new formative composition, and reconstruction of traditional patchwork. In this study, the expressive characteristics of patchwork quilts expressed in contemporary fashion are analyzed and drawn as variability, compromise, convergence, and playfulness. Through this, it is hoped that this study can be used variously in the development of fashion design by expanding the interpretation of costume culture.

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The Effect of Corporate CSV Activities on Prosocial Consumer Behavior through Emotional Factors

  • Hong, Seong-Sil;Song, In-Am;Kim, Gyu-Bae
    • East Asian Journal of Business Economics (EAJBE)
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    • v.5 no.3
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    • pp.48-63
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    • 2017
  • Purpose - The objective of this research is to investigate not only the effect of a company creating shared value (CSV) influencing consumers' emotions that lead to prosocial consumer behavior but also the moderating effect of Companies' authenticity in the causal relationship between economic or social value of CSV and either gratitude or pride of consumers. Research design, data, methodology - The 9 hypotheses presenting the relationship among CSV, consumer's emotion and prosocial consumer behavior were proposed and tested in this study. Research data were collected from the surveying of 350 respondents over 20 years and the 340 samples were used to test the proposed hypotheses. SPSS 20.0 and AMOS 20.0 were used for statistical analysis such as reliability test, validity test and path analysis. Results - The results show that the economic or social value of corporate CSV activities affects positively consumer's gratitude or pride except for the relationship between social value of CSV and consumer's pride. The results also show that gratitude or pride of consumers affects positively consumers' prosocial behavior. We also found that there is a moderating effect of Companies' authenticity in the causal relationship between economic or social value of CSV and either gratitude or pride of consumers. Conclusions - Company's activities in creating shared value influences consumer emotions and pride, and although these activities induce gratitude, this does not apply to pride. In addition, when these shared value activities influence consumer emotions, the authenticity of the company has shown to have a moderating effect.

A Study on the Market Segmentation in Coffee Shop Customer's Benefit Sought (추구 편익에 따른 커피 전문점의 시장 세분화 연구)

  • Kim, Ki-Ran;Kim, Dong-Jin
    • Culinary science and hospitality research
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    • v.16 no.4
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    • pp.139-150
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    • 2010
  • The purpose of this study is to examine the market segments of Korea specialty coffee shops based on the benefit variables by customers when they visit a coffee shop. For this study, SPSS WIN 17.0 was used for the frequency analysis, factor analysis, reliability test, cluster analysis, one-way ANOVA and cross tabulation. Benefit factors were divided into atmosphere factor, value factor, marketing factor, cleanliness & comfort factor, and service factor. Three distinct segments of customers were identified: passive benefit seekers, marketing benefit seekers and emotion benefit seekers. In order to explore differences between clusters and demographic and behavior variables, cross tabulation were used. These findings could be helpful for the marketers who need to establish a marketing strategy for grasping the characteristics of market segments and generating profits.

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