• 제목/요약/키워드: Emotion Factors

Search Result 943, Processing Time 0.029 seconds

The Effects of Subjective Beliefs and Values on Use Intention of Artificial Intelligence Robots: Difference according to Occupation and Employment (인공지능 로봇에 대한 주관적 신념과 가치가 이용의도에 미치는 영향: 직종 및 고용형태에 따른 차이 비교)

  • Seok, SeungHye
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.7
    • /
    • pp.536-550
    • /
    • 2018
  • This paper examine how acceptance of AI robots can be achieved according to occupational groups when the discourse on human labor and occupation changes due to the new industrial revolution is spreading steadily. Previous research on the acceptance of new technologies and products has predicted use behavior through subjective beliefs and values that do not change well over the short term. Therefore, this study compares the beliefs, values, and use intention of AI robots according to occupation. As a result, the subjective belief factor for AI robots was classified into belief in rationality(reason) and belief in benevolence(emotion). The value factors were divided into acceptance value(role performance, communication, social comparison) and avoidance value(risk, complexity). There was a significant difference in the effect of these on the use intention of AI robot by occupation and employment types. This result suggests that there are gaps in the occupation group at the rate of technology acceptance, as opposed to the existing prediction that AI robots will be rapidly expanded by professionals.

Predictors of Empathy for Nursing Students (간호대학생의 공감능력에 영향을 미치는 요인)

  • Yeo, Hyun-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.1
    • /
    • pp.177-184
    • /
    • 2017
  • The purpose of this study was to establish an intervention strategy for nursing students' empathic ability enhancement by confirming the degree of empathy ability of nursing students to confirm the relationship between empathy ability and diversity acceptance, emotion recognition clarity, and other person' s recognition. The subjects were 173 nursing students. Data were collected as a self-report questionnaire consisting of general characteristics, diversity acceptability, emotional clarity, other-awareness, and empathy. We carried out t-test, ANOVA, Scheff's test, Pearson correlation coefficient, and multiple regression using IBM SPSS Statistics 19. The results show that there was a significant difference in empathy ability according to the general characteristics of the subjects according to academic year and practice experience, and empathy was statistically significant according to academic year, diversity acceptability, emotional clarity, and other-awareness. Factors influencing empathy ability of nursing students were academic year, diversity acceptability, emotional clarity and other-awareness, and these variables explained empathy ability as 51.9%. In order to improve empathy ability of nursing students based on these results, we should adopt a nursing education program that can accept subjects with various backgrounds and clearly recognize emotions in a therapeutic setting.

A Study for Influence VMD Components on Commitment and Post-purchase Satisfaction within SPA Stores (SPA 매장의 VMD 구성요소가 몰입과 구매 후 만족에 미치는 영향)

  • Shin, Mi-Hyang
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.6
    • /
    • pp.2540-2550
    • /
    • 2012
  • The purpose of this study to analysis influence commitment and post-purchase satisfaction on VMD components within SPA stores. VMD Components are consist of product directing and space directing as independent variables, we are empirical study on affective commitment and post product purchasing satisfaction. To validate the hypothesis by path analysis conducted between variables using SPSS 12.0 and LISREL8.7, the results are as follows : First, product directing and space directing have significant effect on commitment and post-purchase satisfaction. Second, commitment have significant effect on post-purchase satisfaction. Third, we found commitment have mediate effects from analysis direct affect and indirect affect of path coefficients. Contribution of this study to found VMD components consist of product directing and space directing are both important factors SPA stores, among them space directing is more important role commitment and after purchasing satisfaction. And that is based on emotion-cognitive theory by revalidation, these results are used on developing VMD strategy that is required at the time of practical and theoretical guidance of SPA stores.

Decision-Tree Model of Long-term Abstention from Smoking: Focused on Coping Styles (장기적 금연 지속기간 예측 모형: 스트레스 대처를 중심으로)

  • Suh, Kyung-Hyun;You, Jae-Min
    • Korean Journal of Health Education and Promotion
    • /
    • v.22 no.4
    • /
    • pp.73-90
    • /
    • 2005
  • Objectives: Smokers who had failed to quit smoking were frequently reported that life stress mostly interrupted their abstention. Stress vulnerability model for smoking cessation has been considered, and most of contemporary smoking cessation programs help smokers develop coping strategies for stressful situations. This study aims to investigate the appropriate coping styles for stress of abstention from smoking. The result of investigating the relationship between abstention following smoking cessation program and coping styles would suggest useful information for those who want to stop smoking and health practitioners who help them. Methods: Participants were 69 smokers (62 males, 7 females) participated in a hospitalized smoking cessation program, whose mean age was 44.89 (SD=9.61). Participants took medical test and completed questionnaires and psychological tests including: Fagerstrom Test for Nicotine Dependence and Multidimensional Coping Scale. To identify participants' abstention, researchers followed them for 2 years. To identify whether abstained or not and encourage them to abstain, researchers called them on the telephone once a week for 3 months. After 3 months, they were contacted every other week till 6 months passed since they left smoking cessation program. And they were contacted once a month for other 18months. Researchers also contacted their family to identify their abstention. Data Mining Decision Tree was performed with 37 variables (13 variables for the coping styles and 24 smoking-related variables) by Answer Tree 3.0v Results: Forty four (63.8%) out of sixty nine for 2 weeks, 34 (49.3%) for 6 months, 25 (36.2%) abstained for 1 year, and 22 (31.9%) abstained for 2 years. Participants of this study abstained average of 286.77 days from smoking. Included variables of a Decision Tree model for this study were positive interpretation, emotional expression, self-criticism, restraint and emotional social support seeking. Decision Tree model showed that those (n=9) who did not interpret positively (<=7.5) and criticized themselves (>6.5) abstained 23 days only, while those (n=9) who interpreted positively (>7.5), expressed their emotion freely (>6.5), and sought social support actively (>11.5) abstained 730 days, till last day of the investigation. Conclusion: The results of this study showed that certain coping styles such as positive interpretation, emotional expression, self-criticism, restraint and emotional social support seeking were important factors for long-term abstention from smoking. These findings reiterate the role of stress for abstention from smoking and suggest a model of coping styles for successful abstention from smoking. Despite of limitation of this study, it might help smokers who want to stop smoking and health practitioners who help them.

Science and Art: Some Preliminary Studies in their Convergence and Interfaces (과학과 예술: 그 수렴과 접점을 위한 시론)

  • Hong Sung-Ook
    • Journal of Science and Technology Studies
    • /
    • v.5 no.1 s.9
    • /
    • pp.1-30
    • /
    • 2005
  • In recent times, artists rely increasingly on science and technology, whereas scientists frequently use such an aesthetic tenn like 'eauty.' This shows that the gap between the 'two cultures' are narrowing down due to the necessity of both sides. The historical interaction between science and art has been extensively discussed by the historians of art and those of science. As the complexities of scientific and artistic practices were uncovered, similarities between them were also revealed. The goals of this paper, which explores the relationship and interactions between science and art, are the following three. The first is to bridge the gap between the two cultures (i.e., science and art) by disclosing the mutual influences between them. Second, drawing on recent works on the nature of scientific and artistic creativity, this paper aims to show some similarities and even common factors between scientific and artistic creativity. Finally, by highlighting similarities and common elements between scientific and artistic creativity, this paper will emphasize the role of imagination, insight, emotion and visualization not only in art but also in science.

  • PDF

Study on surface processing design of aluminum alloy materials that is applied to IT and electronics (IT 및 전자제품에 적용되는 알루미늄 합금소재의 표면처리디자인에 관한 연구)

  • Han, Jisu;Kim, Pureum;Kim, Hyun-Sung
    • Journal of the Korean Crystal Growth and Crystal Technology
    • /
    • v.27 no.4
    • /
    • pp.212-219
    • /
    • 2017
  • To become a person that is suitable to the 'High-Touch' generation where emotion takes over, we can focus on 6 skill including design, story, harmony, empathy, play, and meaning. Among these skills, harmony with design was chosen as the most important skill. Design can be seen as the basic element of all business, but it will be difficult to match the flow of the future Sensibility and intuitive generation with just the modern design that has been made based on reasonable and objective information and knowledge. This study suggests system and standardization of Sensibility surface processing design that satisfies great quality, attractive quality and Sensibility quality by applying surface processing design of product and Sensibility cognitive factors felt by the consumer by setting differentiated strategy and CMF (Color, Material, Finishing) understanding along with the importance of design materials in primary aspect. By considering the efficacy/characteristic of new surface processing characteristic/differentiation/possibility of implementation according to setting direction of differentiated CMF strategy per type of parts applied to the product, visual surface processing sample was implemented. Through this, it is expected that practical communication connected tool and Sensibility surface processing design's strategic access framework can be applied by understanding and sharing comprehensive elements such as target product, part type, applied material, applied surface processing, surface color, surface texture, and implementing feeling to environments such as designers, CMF designers, surface processing experts, and engineers in IT, electronics, and other areas. when developing a product.

A study on the communication of stage costume-Focusing on Peking Opera of China- (무대의상의 의미전달에 관한 연구-중국 경처(Peking Opera)을 중심으로-)

  • 신경섭;조규화
    • Journal of the Korean Society of Costume
    • /
    • v.38
    • /
    • pp.83-100
    • /
    • 1998
  • The purpose of this study is to figure out how stage costume of Peking Opera communicates what the character wants to inform to spectator. The stage costume means the clothing, shoes, headdress, accessory that the cast is worn for communicating personality of character. Stage costume not only reveals the character of new spirit who the director and the work is like to create, but also makes the style of play harmonizing with the atmosphere of the work. So, the stage costume in the play is a sort of symbol system that forms the depth of play. The stage costume of Peking Opera was formed on the basis of the Chinese traditional stage costume in the Qing period, however the style of stage costume was beautified the costume of Ming period and here contained the factors of successive costumes. But the stage costume of Peking Opera don't have the same rank system with real history costume and don't have demarcation according to period and history. Only it is that transformed and created the real history costume with Chinese fine view and made how they wear Chinese fine view and made how they wear the costume according to position, age, personality of character in the play. In the stage costume of Peking Opera, the color is cultural language that director can communicate to spectators and can inform spectator of sex, age, personality, position of the character. The color of the stage costume of Peking Opera reflects the principles of Yin and Yang and the five elements of the Chinese cosmogony. The pattern of decoration also makes the personality and characteristic of the character. The dragon pattern symbols the authority and majesty, so only the character of high position can use it. The pattern of tiger and leopard symbols bravery, so the military officer can use it. Civil officer decorates with the pattern of Japanese apricot, orchid, chrysanthmum, bamboo that symbols integrity and honor. The stage costume of Peking Opera communicates the identity of character with the special form of costume. Kanjien is a costume of the young priestess, Houyi is the Sunwukong'costume. Chayi is a costume of boatman. Lingzi, Sweixiu, Kaoqi is the props for the foramtive effect of stage costume, also they play an important part in expressing the emotion situation. In the result of study, we could know that the form, color, pattern of the stage costume and props of Peking Opera play important parts in communicating informations that let spectator can understand the play. So, the stage costume of Peking Opera is an‘picturizing costume’that the form, color, pattern of the stage costume is a sort of symbol system. It makes spectator feels actually the viewing Peking Opera.

  • PDF

A Case Study of Exploring the Direction of Woman Engineering Education by the Analysis of Learner's Recognition (학습자 인식 분석을 통한 여성 공학교육 방향 탐색 사례 연구)

  • Heo, Gyun;Weon, Hyo-Heon;Lee, Woon-Sik
    • Journal of Engineering Education Research
    • /
    • v.10 no.3
    • /
    • pp.21-37
    • /
    • 2007
  • The purpose of this study is to exploring the direction of woman engineering education by the analysis of learner's recognition. In order to investigate the direction of woman engineering education, the literature reviews were explored in the context of the human resource developmentand in the viewpoint of instructional technology. The survey results such as the learner's experience recognition of engineering education were analyzed and they were discussed by experts in the field of education, instructional technology, and engineering. From the analysis result of 399 students(man:206, woman:193) in P university, there were significant differences with man and woman to the factors of (a) understanding, (b) satisfaction, (c) motivation, (d) learning ability, (e) parents' expectation, (f) pleasure in the study, and (g) expectation grade. This study was suggesting the recommendations of woman engineering education in the viewpoints of cognition, emotion, motivation, environment and instructional strategy. The research results will show the cues of human resource development for women in the field of engineering education.

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
    • /
    • v.10 no.3
    • /
    • pp.149-156
    • /
    • 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).

The Effect of Emotional Sounds on Multiple Target Search (정서적인 소리가 다중 목표 자극 탐색에 미치는 영향)

  • Kim, Hannah;Han, Kwang Hee
    • Korean Journal of Cognitive Science
    • /
    • v.26 no.3
    • /
    • pp.301-322
    • /
    • 2015
  • This study examined the effect of emotional sounds on satisfaction of search (SOS). SOS occurs when detection of a target results in a lesser chance of finding subsequent targets when searching for an unknown number of targets. Previous studies have examined factors that may influence the phenomenon, but the effect of emotional sounds is yet to be identified. Therefore, the current study investigated how emotional sound affects magnitude of the SOS effect. In addition, participants' eye movements were recorded to determine the source of SOS errors. The search display included abstract T and L-shaped items on a cloudy background and positive and negative sounds. Results demonstrated that negative sounds produced the largest SOS effect by definition, but this was due to superior accuracy in low-salient single target trials. Response time, which represents efficiency, was consistently faster when negative sounds were provided, in all target conditions. On-target fixation classification revealed scanning error, which occurs because targets are not fixated, as the most prominent type of error. These results imply that the two dimensions of emotion - valence and arousal - interactively affect cognitive performance.