• Title/Summary/Keyword: Emotional Interaction

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"Does Emotional Intelligence Impact Technology Adoption?" : A study on Adoption of Augmented Reality

  • Abhishek Srivastava;Ananya Ray;Arghya Ray;Pradip Kumar Bala;Shilpee A Dasgupta;Yogesh K. Dwivedi
    • Asia pacific journal of information systems
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    • v.33 no.3
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    • pp.624-651
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    • 2023
  • The study makes several contributions to not only the adoption literature by examining the influence of Emotional Intelligence (EI) and Big-Five traits on adoption of Augmented Reality (AR) but also given its utility in both industry and research, it contributes to the interesting inter-disciplinary domain of psychology, information systems, and human behaviour. A quantitative based approach using a sample of 275 respondents was undertaken. It is found that emotional intelligence influence both perceived ease-of-use and perceived usefulness. They in turn influence intention to use. Another important observation is that personality traits (openness and agreeableness) have a significant moderating effect on the relation between attitude and intention to use AR. This research will help academicians and executives working on the adoption of AR in various sectors ranging from retail industry to the education sector. The originality of this study is that it explores the impact of EI on the acceptance of AR and helps in extending the literature in interdisciplinary research.

The Analysis of the Differences of Evaluation Level of Service Encounter Quality, Emotional Responses, Customer Satisfaction and Service Loyalty by Types of Restaurants (레스토랑 유형에 따른 레스토랑 서비스 인카운터 품질 평가 수준, 감정적 반응, 고객 만족 및 서비스 충성도 차이 분석)

  • Yang, Il-Sun;Jo, Mi-Na
    • Journal of the Korean Society of Food Culture
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    • v.21 no.5
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    • pp.524-535
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    • 2006
  • The purpose of this study was to identify the differences of cognitive responses, emotional responses, customer satisfaction, and service loyalty about service encounter quality by types of restaurants and to analyse emotional responses, customer satisfaction, and service loyalty in accordance with level of service encounter quality. The questionnaire were collected from customers (N=812) who had used restaurants in Seoul, aiming at 15 or more-year-old customers from October 24, 2005 to November 6, 2005. The main results of this study were as follows: Statistically significant difference was showed in importance and performance of interaction quality, importance and performance of physical environment quality, performance of outcome quality depending on types of restaurants, while significant difference was not indicated in importance of outcome quality by types of restaurants. Positive emotional response was significantly high by types of restaurants in order of fine-dining restaurants, family restaurants, and fast-food restaurants, while negative emotional responses were significantly higher in fast-food restaurants than in the other two types. As far as Customer satisfaction are concerned, fine-dining restaurants showed higher customer satisfaction than the other two types. Attitudinal service loyalty was high in fine-dining restaurants, family restaurants and fast-food restaurants in order and behavioral loyalty was not significantly different with each type of restaurant. In accordance with level of service encounter quality, cluster analysis was conducted and the clusters were divided into 'high-valuation' and 'low-valuation'. 'High-valuation cluster' and 'low-valuation cluster' showed significant difference depending on types of restaurants that customers used(p<.001). The customers who used fine-dining restaurants and family restaurants valued the performance of service encounter highly. However, in fast-food restaurants, a lot of low-valuation customers existed. Therefore, fast-food restaurants have to improve performance of interaction quality, outcome quality and physical environment quality in service encounter. In addition, in 'high-valuation cluster' who valued service encounter quality highly showed higher scores in positive responses, customer satisfaction, service loyalty than in 'low-valuation cluster', and showed low negative responses.

Effects of a Robot Pet-assisted Program for Elderly People with Dementia (치매노인에 대한 동물로봇 매개 중재 프로그램의 효과)

  • Song, Jung-Hee
    • Journal of Korean Academy of Nursing
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    • v.39 no.4
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    • pp.562-573
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    • 2009
  • Purpose: The purpose of this study was to identify the effects on the cognitive function, Activities of Daily Living (ADL), mood, social behaviors, and problematic behaviors of robot pet-assisted program for elderly people with dementia. Methods: This study was a nonequivalent control group pretest-posttest design. The participants were 32 elders with dementia. Seventeen were assigned to the experimental group and 15 to the control group. The intervention was conducted twicea week for 6 weeks. Results: 1) After the program, cognitive function, ADL, and social behaviors did not show significant differences. 2) After the program, mood of experimental group was significantly better than that of the control group. 3) After the program, problematic behaviors of the experimental group were significantly more diminished than those of control group. 4) As a result of analyzing the response, robot pet-assisted program was effective such as inducing a positive emotional state and increasing communication and interaction. Conclusion: The robot pet-assisted program was effective in changing the mood and diminishing problematic behaviors and had positive effects such as increasing communication and interaction for elders with dementia. Therefore, this program should be considered as a positive program for physical and emotional support for elders with dementia.

Study on the Development and Effectiveness of Marital Counseling Program : Applied Integrated Approach for Marital Conflict Solution (부부상담 프로그램 개발 및 효과성 연구 : 부부갈등해결을 위한 통합적 접근 적용)

  • Choi, Kyu-Reon
    • Journal of Families and Better Life
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    • v.27 no.3
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    • pp.181-200
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    • 2009
  • The purpose of this study was to develop Marital Counseling Program for marital conflict solution and to verify the effects of the developed program both quantitatively and qualitatively. This marital counseling program consisted of conjoint marital counseling(5 session) and group marital counseling(6 sessions). Each 13 couples of the experiment group and the control group were analysed. The effectiveness of this program was evaluated by pretest, post test, and follow-up after 3 months. It was analyzed by Mann-Whitney U Test and Wilcoxon Matched Pairs Signed-Rank Test. Also, as for the experiment group, the level of objective change perception, qualitative evaluation, and program evaluation were investigated. The major results were as follows: This marital counseling program for conflict solution was effective to decrease the level of marital conflict and explosive conflict coping and to increase the level of emotional interaction, communication skill, marital satisfaction, and self-esteem among experiment group. These positive effects maintained at follow-up. Additionally, participants(experiment group) reported positive changes of psycho-emotional state, spouse interaction behavior, marital communication and marital relationships. However, in the control group, there were no change according to the time. Future research and practical implications were added.

Analytical model of EEG by statistical mechanics of neocortical interaction

  • Park, J.M.;M.C. Whang;B.H. Bae;Kim, S.Y.;Kim, C.J.
    • Proceedings of the ESK Conference
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    • 1997.04a
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    • pp.165-175
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    • 1997
  • Brain potential is described by using Euler Lagrange equation derived from Lagrangian based on SMNI(Statistical Mechanics of Neocortical Interaction). It is assumed that excitatory neuron firing is amplitude-modulated dominantly by the sum of two modes of frequency ${\omega}and 2 {\omega}$ . Time series of this neuron firing is numerically calculated. $I_{L}$related to low frequency distribution of power spectrum, $I_{H}$high frequency, and S(standard deviation) are introduced for the effective extraction of the dynamic property in this simulated brain potential. $I_{L}$,$I_{H}$, and S are obtained from EEG of 4 persons in rest state and are compared with thoretical results. It is of importance in various fields related to human well-being such as comfort-pursued industrial design, psychology, medicine to characterize human emotional states by EEG analysis. The pleasant and unpleasant sensation among various emotional states would be demonstrated to be determined in terms of ${\epsilon}$ and ${\gamma}$ parameters estimated by the simulated $I_{L}$-$I_{H}$-S relations.

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A Study on Digital Device Advertising using Semiotics Analysis (지털 디바이스 광고의 기호학적 분석 연구)

  • Jeong, Bong-Keum;Lee, Bu-Hyoung
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.351-355
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    • 2006
  • 1990년대 후반 이후 등장한 N세대 N generation라는 신조어는 넓게는 '10대 후반과 20대 초반의 새로운 세대'라는 'new'의 개념에서의 N세대 new generation를, 좁게는 '네트워크 network를 자유자재로 다루는 세대' 또는 '네트워크 속에서 생활하는 세대' 라는 '디지털 유저 digital user'의 개념에서의 N세대 network generation를 의미한다. 다시 말해, N세대는 디지털 디바이스의 정보와 지식을 바탕으로 자유롭게 디지털 세상을 넘나드는 젊은 디지털 유저 층이다. 본 연구의 목적은 디지털 디바이스 프로덕트 광고의 한 사례를 기호학적으로 분석하여 '"디지털 디바이스+ N세대=디지털 코드"라는 광고공식'과 '외연과 내연이 합해져 "기술적 시니피앙과 감성적 시니피에"의 상호작용적 조합 interaction'을 찾아보는 것에 있다. 여기서는 광고 분석의 사례로써 삼성 KENOX V4 광고를 이용한다. KENOX V4 는 N세대를 겨냥한 디지털 디바이스 프로덕트이며, 이 광고는 '외국 브랜드를 제압하는 의미의 V'라는 코드를 사용하고 있다. 자기만의 주장을 당당하게 할 줄 아는 N세대가 소년기에 가졌던 한국이라는 자부심이 그가 성인기에 들어선 이후에도 V라는 승리의 표상으로 나타나고 있는 것이다. V4 광고의 이미지는 N세대를 상징하는 강력한 '디지털 코드digital code'를 담아내고 있으며, 그 V4의 메시지는 '4백만 화소'라는 '기술적 시니피앙 technological significant'과 '4가지 승리'라는 '감성적 시니피에 emotional signifie'의 상호작용적 조합을 구성하고 있다.

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Identification of user's Motion Patterns using Motion Capture System

  • Jung, Kwang Tae;Lee, Jaein
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.6
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    • pp.453-463
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    • 2014
  • Objective:The purpose of this study is to identify motion patterns for cellular phone and propose a method to identify motion patterns using a motion capture system. Background: In a smart device, the introduction of tangible interaction that can provide new experience to user plays an important role for improving user's emotional satisfaction. Firstly, user's motion patterns have to be identified to provide an interaction type using user's gesture or motion. Method: In this study, a method to identify motion patterns using a motion capture system and user's motion patterns for using cellular phone was studied. Twenty-two subjects participated in this study. User's motion patterns were identified through motion analysis. Results: Typical motion patterns for shaking, shaking left and right, shaking up and down, and turning for using cellular phone were identified. Velocity and acceleration for each typical motion pattern were identified, too. Conclusion: A motion capture system could be effectively used to identify user's motion patterns for using cellular phone. Application: Typical motion patterns can be used to develop a tangible user interface for handheld device such as smart phone and a method to identify motion patterns using motion analysis can be applied in motion patterns identification of smart device.

Speech Emotion Recognition Using Confidence Level for Emotional Interaction Robot (감정 상호작용 로봇을 위한 신뢰도 평가를 이용한 화자독립 감정인식)

  • Kim, Eun-Ho
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.6
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    • pp.755-759
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    • 2009
  • The ability to recognize human emotion is one of the hallmarks of human-robot interaction. Especially, speaker-independent emotion recognition is a challenging issue for commercial use of speech emotion recognition systems. In general, speaker-independent systems show a lower accuracy rate compared with speaker-dependent systems, as emotional feature values depend on the speaker and his/her gender. Hence, this paper describes the realization of speaker-independent emotion recognition by rejection using confidence measure to make the emotion recognition system be homogeneous and accurate. From comparison of the proposed methods with conventional method, the improvement and effectiveness of proposed methods were clearly confirmed.

Effects of LED on Emotion-Like Feedback of a Single-Eyed Spherical Robot

  • Onchi, Eiji;Cornet, Natanya;Lee, SeungHee
    • Science of Emotion and Sensibility
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    • v.24 no.3
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    • pp.115-124
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    • 2021
  • Non-verbal communication is important in human interaction. It provides a layer of information that complements the message being transmitted. This type of information is not limited to human speakers. In human-robot communication, increasing the animacy of the robotic agent-by using non-verbal cues-can aid the expression of abstract concepts such as emotions. Considering the physical limitations of artificial agents, robots can use light and movement to express equivalent emotional feedback. This study analyzes the effects of LED and motion animation of a spherical robot on the emotion being expressed by the robot. A within-subjects experiment was conducted at the University of Tsukuba where participants were asked to rate 28 video samples of a robot interacting with a person. The robot displayed different motions with and without light animations. The results indicated that adding LED animations changes the emotional impression of the robot for valence, arousal, and dominance dimensions. Furthermore, people associated various situations according to the robot's behavior. These stimuli can be used to modulate the intensity of the emotion being expressed and enhance the interaction experience. This paper facilitates the possibility of designing more affective robots in the future, using simple feedback.

Affective Interaction Technologies for Human Care (휴먼 케어를 위한 초실감 감성 상호작용 기술)

  • Kim, J.S.;Park, C.J.;Lee, K.S.;Kim, M.;Yoo, W.Y.;Jee, H.K.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.36 no.1
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    • pp.43-53
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    • 2021
  • Super-realistic content technology has recently attracted attention as a core of the "new normal" that can overcome the spatial constraints caused by pandemics. It is moreover the core that allows users in remote locations to meet and engage in various social, cultural, and economic activities based on a network. Content technology is rapidly spreading beyond the existing entertainment area to various industries as an innovative tool that can be used to overcome space-time constraints and improve the productivity of industrial sites, because reality and virtual reality are now super-connected with ultra-low latency. However, existing services such as teleconferencing and tele-collaboration do not provide a level of realism that replaces face-to-face services, and various technical requirements have been proposed to overcome this. The trends in core technologies such as XR twins, hyper-realistic reproduction, sensory interaction, and emotional recognition technology, which are necessary for interactive realistic content that leads to feelings, from reproduction to experience and emotion, are explained. In this article, our aim is to present the future of realistic content that enables human care and can even overcome psychological difficulties such as the "Corona blues".