International Journal of Advanced Culture Technology
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v.7
no.1
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pp.14-19
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2019
Stress affects the type of adaptation required for each case and the type of social support is also different. In order for social support to have a buffer effect on stress, we want to understand how to measure social support and support according to specific stress situations. Therefore, this study examines coping behaviors of community service workers exposed to these job stresses and examines the effect of support system (family support, peer support, superior support) on coping behavior. The purpose of this study is to investigate the effects of stress, coping resources and coping behaviors of community service workers. In this study, self - report method was used to investigate the questionnaire using structured questionnaires. In this study, the statistical program was used for data analysis and hierarchical regression analysis.
Park, Soo-Jin;Song, In-Hae;Ghim, Hei-Rhee;Cho, Kyung-Ja
Science of Emotion and Sensibility
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v.10
no.1
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pp.127-133
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2007
The present study investigated whether the emotional states reading ability through facial expression changes by age(3-, 5-year-old and university student groups), sex(male, female), facial expression's presenting areas(face, eyes) and the type of emotions(basic emotions, complex emotions). 32 types of emotional state's facial expressions which are linked relatively strong with the emotional vocabularies were used as stimuli. Stimuli were collected by taking photographs of professional actors facial expression performance. Each individuals were presented with stories which set off certain emotions, and then were asked to choose a facial expression that the principal character would have made for the occasion presented in stories. The result showed that the ability of facial expression reading improves as the age get higher. Also, they performed better with the condition of face than eyes, and basic emotions than complex emotions. While female doesn't show any performance difference with the presenting areas, male shows better performance in case of facial condition compared with eye condition. The results demonstrate that age, facial expression's presenting areas and the type of emotions effect on estimation of other people's emotion through facial expressions.
Kim, Hyung-Sun;Lim, Jae-Hyun;Kim, Hyoung-Tae;Kim, Hyoung-Sik;Kuwak, Won-Tack;Kim, Jin Ho
Science of Emotion and Sensibility
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v.17
no.3
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pp.95-106
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2014
This research analyzed biosignals associated with the change of emotion from lighting felt by the occupants and task type under various indoor thermal environments and illuminance, and examined the biosignals' impacts on work. To this end, the indoor thermal environment was constructed on the basis of PMV (predicted mean vote) index value, and various indoor environments were created by changing the brightness of LED stands. In this manner, a variety of indoor environments were constructed, and experiments were carried out. This research evaluates the sensibility response to lighting through a questionnaire survey in the given environment and incorporates different types of error searches. In this way, changes were analyzed by measuring electroencephalogram (EEG) and electrocardiograms (ECG). As a result, all biosignals on the task type showed significant differences from the thermal environment change. When PMV index value was 0.8 (temperature: $25^{\circ}C$, humidity: 50 %), concentration and attention were the most activated. However, the biosignals did not show significant differences from the illuminance change. Concentration on an occupant's work capability was confirmed to be closely related to the thermal environment. As for the subjective emotional response to lighting, the occupants felt comfort as illuminance was lower, while they felt discomfort as illuminance was higher. However, there were no significant differences from the thermal environment change.
Storytelling advertising is one of the most popular ad types in marketing field. However, there has been little attention to storytelling ads in consumer and advertising research. To examine the effectiveness of different types of advertising, this study collected 9 commertial ads, which consisted of 3 advertising types(storytelling, informative, image) ${\times}$ 3 products(digital camera, coffee, health drink). We investigated the differences in emotions after ads and arousal level, as well as the advertising effectiveness among the three types of advertising. Preliminary analysis revealed that the emotions after ads could classified into two distinct emotion types, affective emotions and cognitive emotions, and we used the two emotion types as emotions after ads to simplify the results. The results indicate that the storytelling ads are more effective than the image ads, but this power of storytelling ads may not be found in the comparison with informative ads. It is also found that storytelling ads can help form a more positive attitude for males than for females, whereas image ads can have an more impact on females than males. In addition, it can be proposed that affective emotions after ads may play an important role in the effectiveness of advertising types, but the interaction effects of advertising types and gender may depend on the cognitive emotions after ads.
Anger is the most common emotional trigger causing relapses in individuals with alcohol use disorders (AUDs). The present study intended to investigate the autonomic nervous system (ANS) responses induced by anger in individuals with AUDs. The participants in this study included twelve individuals with AUDs and 14 non-frequent drinkers. Anger was induced in the participants via a 120-second film clip. Before the presentation of this audio-visual stimulus, the ANS responses of the participants were measured for 60 seconds to ascertain their resting state. Subsequently, the participants' ANS responses were measured again for 120 seconds when they were in an emotional state during the presentation of the clip. After the ANS measurements were taken, participants were asked to rate the type of emotion they had experienced as they viewed the film and to report its intensity. The results indicated that the levels of anger experienced by the AUD group were not significantly different from the emotion registered by the control group. However, the ANS responses induced in AUD participants when they were in an emotional state showed blunted skin conductance levels (SCL) and skin conductance responses (SCR) compared to the control group participants. Individuals with AUDs evinced lower emotional arousal than the participants of the control group. These results can help clinicians understand the psychological and physiological responses of individuals with AUDs to anger in order to design effective interventions that would reduce chances of anger and relapse.
This study aims at providing basic data for product planning to design smart clothing and to develop applications, focusing on consumers by satisfying their emotions through analyzing emotional factors on smart clothing, comparing emotional differences between conventional clothing and it, reviewing changes of consumers' emotion by integrating the product and clothing and researching differences of preference and purchase intention between smart clothing and traditional one. As the results of the study, emotional factors for smart clothing were analyzed with total 6 including 'technical', 'comfort', 'aesthetic', 'modern', 'fun' and 'multiple' factors. Among them, except for 'comport', five emotional factors showed emotional factors between conventional sport-casual clothing and smart clothing. That is, emotional factors of 'technical', 'aesthetic', 'modern', 'fun' and 'multiple' were emphasized more in smart clothing than conventional ones, indicating that they should be considered in planning products of smart clothing. Though there was no significant difference of preference between smart clothing and conventional clothing, in case of comparison of averages, that of smart clothing was a little higher. For purchase intention, smart clothing was lower than the conventional clothing. So preference seems to be not directly related to consumers' immediate purchase. To make consumers' interests and preference to result in purchase, it is necessary to develop smart clothing with more various applications and to prepare commercializing strategies. As the results of the analysis on free-descriptive questionnaire survey, consumers were interested in development of smart clothing to help diet with functions including energy harvesting from body motion, calorification and perspiration, measurement of motion and calory consumption as well as health-care type smart clothing to measure heartbeat and ECG. Reflecting these requirements from the consumers, they should be utilized as guidance to develop smart clothing in the future.
Rental services have recently come to be provided in which people can experience traditional Korean culture in the form of Hanok villages, allowing everyone can easily rent and wear hanbok, a traditional Korean garment, regardless of gender and age. Users of hanbok rental services share photos of themselves wearing hanbok on social media, contributing to the increasing popularity of hanbok experiences. However, the trend of wearing hanbok has no become established in people's daily lives, apart from the specific places that offer hanbok experiences. To promote hanbok as everyday clothes, hanbok design should be developed to provide wearers with both convenience and emotional satisfaction. Using 28 emotion words that express consumers' emotions toward hanbok that were extracted from previous studies, this study measured consumers' emotions toward different types of hanbok with on a seven-point Likert scale. Emotion words and categories that obtained scores of five points or above, signifying a rating of "felt fairly" or higher in relation to specific hanbok types were extracted. This study also examined differences in the average scores for emotional categories according to hanbok types and gender. The results indicated that only average scores for the "favorable feeling" category showed a significant difference between men and women. Finally, differences in the average scores for emotional categories were examined by classifying hanbok types: traditional (e.g., baenaet-jeogori, saekdong-jeogori, traditional hanbok for adults, and traditional wedding clothes) and modern (e.g., daily hanbok for children, for women, and for men). The results indicated significant differences between traditional and modern hanbok in six emotional categories (i.e., the cheerful, esthetic, harmonious, fresh, favorable, and stable feeling). This study derived analytic results for terms related to emotions that hanbok wearers feel according to types of hanbok. The findings can be used by hanbok retailers and rental services to provide consumers with greater emotional satisfaction.
High-tech sensibility textile and fashion, in which consumers' emotions and various textile and fashion technologies are converged, is an important industrial group. It is important to develop the ability to apply in practice by gathering the creative by understanding other fields and exchanging ideas through interdisciplinary collaboration in the field of emotional engineering. Through interdisciplinary research and collaboration, talent must be nurtured of individuals who would lead the era of the 4th Industrial Revolution with the ability to empathize with others as well as the creative convergence-type intellectual ability necessary for the rapidly changing society. To determine content-creation methods, basic research is conducted. Additionally, this study investigates on the current status and educational process of the emotional textile-fashion industry worldwide. To nurture talents in the textile and fashion sensibility science, the basic contents are created to manage the knowledge that delivers sensibility science and the ICT related to this field, as well as in the intensive, PB-style conceptual design based on sensibility. The process from derivation of consumer emotion analysis and product development can be experienced through smart kit practice. Moreover, various methods are developed to set up intellectual property rights generated while developing ICT convergence products as start-ups. The study also covers new knowledge rights to develop emotional textile fashion.
Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.
Journal of The Korean Association For Science Education
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v.42
no.3
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pp.311-324
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2022
This study analyzed the types of scientific emoticons made by science-gifted elementary school students and their perceptions on making scientific emoticons. To do this, 71 students from 4th to 6th graders of two gifted science education center in Seoul were selected. Scientific emoticons made by the students were analyzed according to the number and types. Their perceptions on making scientific emoticons were also analyzed through a questionnaire and group interviews. In the analyses for types of text in the scientific emoticons, 'word type' and 'sentence type' were made more than 'question and answer type'. And the majority of students made more 'pun using pronunciation type' and 'mixed type' than other types. They also made more 'graphic type' and 'animation type' than 'text type' in the images of the scientific emoticons. In the analyses for the information of the scientific emoticons, 'positive emotion type' and 'negative emotion type' of scientific emoticons were made evenly. The students made more 'new creation type' than 'partial correction type' and 'entire reconstruction type'. They also used scientific knowledge that preceded the knowledge of science curriculum in their grade level. The scientific knowledge of chemistry was used more than physics, biology, earth science, and combination field. 'Name utilization type' was more than 'characteristic utilization type' and 'principle utilization type'. Students had various positive perceptions in making scientific emoticons such as 'increase of scientific knowledge', 'increase of various higher-order thinking abilities', 'ease of explanation, use, memory, and understanding of scientific knowledge', 'increase of fun, enjoyment, and interest about science and science learning', and 'increase of opportunity to express emotions'. They were also aware of some limitations related to 'difficulties in the process of making scientific emoticons', 'lack of time', and 'limit that it may end just for fun'. Educational implications of these findings are discussed.
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