• 제목/요약/키워드: Emotion flow

검색결과 122건 처리시간 0.026초

뇌후각 감성 평가를 위한 HEART RATE VARIABILITY SPECTRUM분석 (HRV spectrum analysis for the evaluation of changes in emotion evoked by olfactory stimulation)

  • 백은주;임재중;이윤영;하태완;이배환
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 1998년도 춘계학술발표 논문집
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    • pp.155-158
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    • 1998
  • 본 연구의 목적은 후각 자극에 의한 감성의 변화를 주관적 검사와 동시에 시행한 심전도에서 추출한 HRV parameter와의 상관관계를 보고자 함이다. 후각 자극은 0.6% orange와 2.5% valeric acid를 일정 flow와 일정 농오고 코 점막에 건조를 방지하기 위해 수증기로 포화시킨 향자극기로 주었다. 향의 주관적 검사에서는 오렌지향은 친숙하고 쾌하다고 하였으며 valeric acid경우 불쾌하고 성가시고 친숙하지 않는 감성을 표시하였ㅅ다. 이러한 쾌하고 불쾌한 향자극에 대한 HRV분석결과는 valeric acid에 비해 오렌지향을 제시하였을 때가 HF/LF값이 높은 변화를 보임으로써 부교감신경의 활동이 우세하였음을 확인하였다. 결론적으로 HRV스펙트럼 분석이 감성의 변화를 객관적인 지표로 나타내는데 유용한 정보로서의 가능성을 제시하고자 하였다.

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연령별 차이를 중심으로 본 온라인게임 애호도 영향요인에 관한 연구 (Age Differences in Perceptions and Relationships Among Determinants of Loyalty in Online Games)

  • 엄명용;권문주;변완수;김태웅
    • 한국IT서비스학회지
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    • 제6권1호
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    • pp.83-99
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    • 2007
  • The purpose of this research is to identify the determinants of loyalty in online games. This study developed a research model to analyze the factors explaining the loyalty level from gamers, employing social identification, flow, and positive anticipated emotion as major research variables, and collected 1308 survey responses from gamers. Within the context of arguing that the exploration of age range issues with respect to online games is important, this research also examines the age differences in path coefficients. To this end, the structural model was tested with the data from entire data sample (i.e., the age of 10s, 20s, and 30s pooled together) and each of the subsamples (i.e., teens taken separately, twenties taken separately, and thirties taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, in the hypothesized model, are also presented, so that we can investigate the relative influences of different dominants, demonstrating how teens, twenties, and thirties differ in their decision-making processes regarding the flow, social identification and loyalty from online games.

온라인 커뮤니티에서 공부와 게임의 재미와 플로우 관계 (The Relationship of Interest and Flow of Study and Game in the Online Community)

  • 권순재
    • 한국정보시스템학회지:정보시스템연구
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    • 제21권2호
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    • pp.161-180
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    • 2012
  • One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.

성취정서의 국내외 연구동향 (Research Trends on Achievement Emotion)

  • 박서연;윤미선
    • 교육심리연구
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    • 제31권1호
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    • pp.35-58
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    • 2017
  • 성취정서란 학생들이 학업상황에서 경험하는 정서로, 성취활동이나 성취결과와 직접적으로 연관되는 정서이다. 교육심리 분야에서 학생들의 동기와 정서에 대한 측면으로 연구의 관심이 확대되면서 최근에는 우리나라에서도 성취정서에 대한 연구가 활발하게 이루어지고 있다. 본 연구는 그 동안 이루어진 성취정서 관련 연구들을 사회?문화적 배경에 따라 국내와 국외로 나누어 분석하고 구조화하여 성취정서 관련 연구의 흐름과 방향성을 파악하고, 이를 토대로 국내 학업상황에 적합한 성취정서를 연구하는 데 필요한 기초자료를 제공하고자 하는 목적에서 시작되었다. 연구대상은 국내외 데이터베이스 검색을 통해 추출된 2000년부터 2016년까지의 국내외 학술지 논문으로, 국내 47편, 국외 58편, 총 105편이 선정되었다. 분석기준은 연구시기, 연구내용, 연구방법으로 나누었고, 연구시기는 기간을 통제하지 않고 분석하였으며, 연구내용에는 연구변인과 성취상황을 포함하였고, 연구방법에는 연구설계, 연구유형, 분석방법, 측정도구, 연구대상을 포함하였다. 이상의 자료를 SPSS를 사용하여 기술통계치를 산출하였으며, 국내외로 나누어 분석하였다. 연구결과 성취정서에 대한 연구의 흐름을 크게 성취정서에 대한 척도개발 연구와 관련 변인 간의 관계 연구로 나누어볼 수 있었다. 성취정서를 측정하는 대표적 척도인 AEQ가 국외에서 개발된 척도이기 때문에 국내 성취정서 연구에 적합한 척도개발 연구의 빈도가 높게 나타났으며, 국내의 경우 동기, 특히 자기조절 학습전략과 학업적 정서조절과 관련된 연구의 빈도가 높은 것으로 나타났다. 이를 바탕으로 앞으로 국내 성취정서 연구가 나아가야 할 방향을 제시하였다.

공포와 기쁨 정서 간 안면온도 반응의 차이 (Difference of Facial Skin Temperature Responses between Fear and Joy)

  • 음영지;엄진섭;손진훈
    • 감성과학
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    • 제15권1호
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    • pp.1-8
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    • 2012
  • 많은 연구에서 정서 특정적 생리 반응을 밝히기 위하여 심박률, 혈류량, 피부전도 반응 등의 지표를 사용하였으나, 안면온도를 이용한 정서 연구는 많지 않다. 본 연구는 적외선 열화상을 통해 공포 및 기쁨 자극에 대한 안면온도 변화를 관찰하고자 한다. 98명의 대학생과 중고생을 대상으로 공포 또는 기쁨을 유발하는 자극을 제시하기 전과 후의 안면온도를 측정하였다. 온도값은 이마, 눈앞, 콧등, 코끝, 그리고 뺨에서 추출하였다. 공포자극을 제시한 조건에서는 콧등과 코끝의 온도가 유의하게 낮아졌다. 기쁨 자극을 제시한 조건에서는 이마, 눈앞의 온도 상승이 유의하였으며, 코끝에서 온도가 유의하게 낮아졌다. 두 조건에서 코의 온도가 유의하게 낮아졌는데, 이는 공포 또는 기쁨을 경험할 때 각성수준이 증가하여 코 혈관의 혈류량이 감소함으로써 온도가 낮아진 것으로 볼 수 있다. 공포나 기쁨을 경험할 때 나타나는 온도 변화는 정서를 경험할 때 손가락온도를 측정한 선행 연구결과와 일치한다. 이런 연구결과는 정서 측정기법의 개발과, 인간의 정서를 탐지하는 컴퓨터 시스템의 기초를 확립하는데 기여하는 바가 있을 것이다.

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모바일 애플리케이션의 플로우에 영향을 미치는 요인에 관한 연구 (A Study on the Influence of Human Behaviors and Affections on the Flow of Mobile Applications)

  • 조현;곽기호
    • 한국IT서비스학회지
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    • 제14권2호
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    • pp.111-128
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    • 2015
  • In this paper, we examined the effects of emotional and individual variables on flow in the usage of mobile application. We selected four relevant emotional and individual factors such as positive affect, negative affect, addiction and habituation. We also attempted to figure out the moderating role of communication in the effect of positive affect, negative affect, and addiction on the flow. For empirical analysis, we surveyed real users of mobile application and applied PLS (Partial Least Square) methodology for SEM (Structural Equation Modeling). As a result, we found that positive affect, addiction, and habituation have significant and positive impact on the flow. Furthermore, we also found that the moderating effects of communication on the relationships between positive/negative affect and communication are significant. Our findings provide important theoretical grounds for the effects of human behavior and emotion on the flow of mobile applications. Lastly, we also suggest significant managerial implications for the development mobile applications industry.

콜 오브 듀티를 통해 본 전통적 스토리 흐름의 컴퓨터 게임 적용 방법 (Applying Policy of Traditional Story-Flows to Computer Games -Based on Observations about Game 'Call of Duty'-)

  • 송병호
    • 한국콘텐츠학회논문지
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    • 제6권11호
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    • pp.95-103
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    • 2006
  • 컴퓨터 게임이 플레이어의 마음을 움직여 더 몰입되고 호소력 있는 게임이 되려면 스토리텔링이 잘 구성되어야 한다. 스토리텔링에는 여러 요소가 있지만 그 중에서도 플롯(Plot), 즉 스토리의 흐름이 중요하다. 콜 오브 듀티는 스토리의 흐름 측면에서 잘 구성된 게임인데, 본 논문에서는 이 게임에서 전통적인 스토리 흐름 이론이 적용된 방식과 변형 적용된 방식을 분석하였다. 이를 근거로 하여 컴퓨터 게임에 전통적인 스토리 흐름이 적용될 수 있는 방식에 대하여 설명하였다.

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패션 브랜드 이미지 기반 SNS가 플로우, 브랜드 태도에 미치는 영향 : 즐거움 감정의 매개변수를 중심으로 (The Effects of Image Based Fashion Brands' SNS Toward Flow and Brand Attitude : Focus on Pleasure Emotion as Mediator)

  • 고전미;신지예;고은주;채희주
    • 한국의류산업학회지
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    • 제16권6호
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    • pp.908-920
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    • 2014
  • As social networking service (SNS) users' needs and wants have become more diverse, SNS is designed to provide various services and functions. As a result, an image based SNS with the purpose of sharing various interests has emerged. More and more fashion companies are using image based SNS to use it as a medium to better communicate with their customers. This study investigates the effect of usage motivation of image based SNS with the emotion of pleasure as the mediator and its impact towards flow and brand attitude. In order to verify the research model and to test the proposed hypotheses, we conducted a pilot test on 8 image based SNS heavy users, and followed through with 215 questionnaires which were collected via online survey. The results of this study are as follows. Each usage motivation of image based SNS had significant effect on each pleasure. The visual impact had a positive effect on sensory pleasure and the common interest significantly influenced on user's affective preference. Curating, simplicity and interconnecting had a positive effect on cognitive pleasure. Affective and cognitive pleasures except sensory pleasure positively impacted the user on flow. The cognitive pleasure had a positive effect on the brand attitude. Lastly, flow had a positive effect on the brand attitude. This study is the foundation of the image based SNS academically in the new media research. Furthermore, it suggests managerial implications of a company to provide effective marketing strategy to make the best use of image based SNS.

환자를 살피기 전에 보아야 하는 "입형정기(立形定氣)"에 대한 고찰 (Study on Judgment of Body Form and Settle Energy Flow before Diagnose the Patients)

  • 고흥
    • 동의생리병리학회지
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    • 제27권5호
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    • pp.509-519
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    • 2013
  • Through the study on judgment of Body form and settle Energy flow(立形定氣) before diagnose the patients, the results are as follows. The observation of the body form is to determine prosperity and deficiency of each internal organ. It is necessary to distinguish Body form loss(形脫) and Body form fullness(形充). Fat man(肥人), Thin man(瘦人), Creamy man(膏人), Muscular man(肉人), Small Fat man(脂人) are discriminated by fat distribution, fat content, and muscle mass. The observation of the body form means the observation of structure disorder, color change, develop part at body, head and face. The observation of the body form that is to determine prosperity and deficiency of each internal organ is from the limited knowledge of the anatomy. The observation of face color is considered by blood perfusion, blood oxygenation and accumulation of carotinoid, bilirubin and change of melanin in the facial skin. The prosperity and the deficiency of energy flow is considered by symptom combined with growth (<40 years) and aging (>40 years). The prosperity of energy flow includes the anger, anxious emotion and the deficiency of energy flow includes the fear, depressive emotion. The breathing type is expiratory exhalation like asthma patients in the prosperity of energy flow. The deficiency of energy flow is weakness to overcome the disease. The prosperity and the deficiency of energy flow are considered by body metabolic ratios (Basal metabolic Rate: BMR, Resting metabolic rate: RMR, Physical activity ratios: PASs). Development of subcutaneous fat is good in the person of prosperous energy flow. The person of prosperous energy flow is hard to overcome to heat weather than cold weather. The person of deficiency of energy flow has tendencies of low blood pressure, insufficiency of blood flow in the peripheral and being shocked. The person of deficiency of energy flow has tendencies of chronic fatigue syndrome or automatic nerve disorder. If the patient who has deficiency of energy flow has severe weight loss should be checked for the presence of disease. The observation of small and large of bone is to check the development and disorder of bone growth and aging. The observation of thickness and weakness of muscle is to check the development of muscle, particularly biceps, gastrocnemius, and rectus abdominal muscle. The observation of thickness and weakness of skin is to check the ability of regulating body temperature by sweating.

학교와 학원의 비교를 통해 본 청소년의 플로우 및 내적경험 (Flow and Internal Experiences of Korean High School Students in View of the Comparison between Public and Proprietary School)

  • 김기옥;현은자;최인수;유현정
    • 대한가정학회지
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    • 제42권4호
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    • pp.127-142
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    • 2004
  • The Purpose of this study was to compare the school life of Korean high school students between Public and proprietary schools, especially focused on their internal experiences and flow. Internal experiences were composed of three dimensions: emotion, cognitive efficiency, and satisfaction. How was classified into four conditions: apathy, boredom, anxiety, and flow. The study results are: 1. Korean high school students felt more flow when they were in public school than in proprietary school,. In public school, they felt relatively more bored, and on the other hand, they were relatively more anxious in proprietary school. 2. Korean high school students felt more positive emotions when they were in public school than in proprietary school. 3. Korean high school students were more involved into study when they were in public school than in proprietary school. 4. Korean high school students were more satisfied when they were in public school than in proprietary school.