• Title/Summary/Keyword: Emotional Presence

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The Effect of Presence and Engagement in HMD(Head Mounted Display) Virtual Reality Advertising on Attitude and Memory (HMD(Head Mounted Display) 가상현실 광고가 현존감과 인게이지먼트 수준에 따라 태도와 기억에 미치는 효과)

  • Han, Kwang-Seok;Cho, Jae-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.139-146
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    • 2019
  • In this study, we examined how consumers who experience HMD virtual reality advertising differ in their ad attitudes and memory effects according to Presence (cognitive presence, emotional presence, media presence) and engagement level. Particularly, in the case of memory effect, the information that the user memorizes through the advertising is divided into "Attribute-Related Memory (ARM)" and "Global-Related Memory (GRM)" Respectively. First, the attitudes toward HMD based virtual reality ads are positive regardless of the type of presence. Second, in the virtual reality advertising, if the level of engagement is low, ARM that memorizes the information of the product attribute is increased, whereas if the level of engagement is high, the GRM which is the memory of the attitude-based evaluation information about the product is increased appear. Third, if cognitive presence and media presence are low, then ARM is more memorable than GRM.

'Language of Presence' and Perceptual Meaning (소리시-'존재의 언어'와 지각적 의미)

  • Choi, Moonsoo
    • Journal of English Language & Literature
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    • v.57 no.4
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    • pp.675-693
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    • 2011
  • In its restricted sense, 'sound poetry' refers to the poetic performance that rejects words and verbal meaning and instead foregrounds the aural materiality of poetry. Behind this seeking for materiality lies a quest for a 'language of presence,' which operates through a denial of signification toward an ideal of the Adamic tongue, a purely emotional and universal language. In the same light, it is argued that sound poetry is a unique and unrepeatable event devoid of meaning due to its directness to the body allowing no intervention of intellectual and semiotic process. But language may involve perceptual meaning as well as verbal or conceptual meaning ascribed to words. This implies that even though devoid of conceptual meaning by means of using grammatically non-articulated sounds, sound poetry cannot but have meaning whose articulation is differently, i.e., iconically made about the aural features of the sounds. Perceptual meaning is unavoidable because everything we are conscious of is a reduced form, a repeatable pattern that works as a sign. 'Language of presence' is then actually impossible, and therefore sound poetry should be seen rather as a fest of diverse perceptual meanings.

The Mediating Effect of Empathy on the Relationship between Cultural Intelligence and Intercultural Adaptation in Intercultural Service Encounters

  • KONG, Lan Lan;MA, Zhi Qiang;JI, Sung Ho;LI, Jin
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.2
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    • pp.169-180
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    • 2020
  • Globalization has led to a dramatic increase in intercultural service encounters between services providers and customers from diverse cultural backgrounds. This paper explores the causal relationship between service employees‟ cultural intelligence and adaptive sales behavior in intercultural service encounters, and the mediating effect of cognitive and emotional empathy on this relationship. A quantitative survey methodology was utilized to collect data on 341 salespeople at duty-free shops located on Jeju Island, Korea. Data analysis was conducted using SPSS 18 and Amos 18. The results show that cultural intelligence has a significant impact on cognitive empathy, emotional empathy, and adaptive sales behavior. Cognitive empathy has a positive impact on adaptive sales behavior, whereas the relationship between emotional empathy and adaptive sales behavior is not significant. Additionally, cognitive empathy mediates the relationship of cultural intelligence and adaptive sales behavior. This study has useful managerial implications for employee selection, training, and development in service firms engaged in intercultural service encounters. This study extends prior research on intercultural service encounters by exploring the direct impact of cultural intelligence on intercultural adaptation and the mediating effect of empathy, suggesting the presence of a cognitive mechanism that plays a key role in the impact of cultural intelligence on adaptive sales behavior.

Combined Approach of Subjective Survey and Objective EEG Measurement to Measure Presence Increment using Color in Moving Images (영상콘텐츠에서의 색감이 프레즌스 증감에 미치는 영향 측정을 위한 설문지와 뇌파측정의 결합측정기법)

  • Jeon, Seongsin;Kim, Seong Whan
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.51-56
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    • 2017
  • In this paper, we define "presence" as a physiological and emotional feeling which feels that he or she is immerged in a specific artworks when he/she is very interested in the artwork. To measure the presence, we use a combined approach of subjective survey and brain signals (EEG). Subjective survey includes PQS (presence questionnaire survey) and IDQS (individual differences questionnaire survey). We experimented with 30 random populations, and we performed Cronbach's ${\alpha}$ test to verify the validity of the survey results. We also cross-checked the survey with EEG test for the populations. From our experimentation, we conclude that opponent color (e.g. yellow and blue) makes strong excitation on presence. In this paper, we believe that there are strong presence even in the abstract images, and it can be stronger than photo-realistic images if we well-design color, forms on the artwork.

"The Light": An Experimental Moving Image which uses Color, Trace, and Interactivity of Light to Measure Quantitative Presence ("The Light": 정량적 프레즌스 측정을 위한 빛의 색, 빛의 움직임, 빛과의 인터랙션을 이용한 추상영상 실험)

  • Jeon, Seongsin;Kim, Seong Whan
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.12
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    • pp.587-592
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    • 2017
  • In this paper, we raise a question: what makes presence in artistic works. Presence has been defined as a physiological and emotional feeling which feels that he or she is immerged in a specific artworks when he/she is very interested in the artwork. We design and implemented an abstract media art "The Light" which uses the color, trace, and interactivity of light to measure quantitative presence. Frequency spectrum of light on specific object which we perceive makes color; Motion of light and its impact on object makes shape which perceived in our human visual system; Interactivity or perceived distance between object and observer makes intensity of perception. We experimented our images with subjective survey which includes PQS (presence questionnaire survey) and objective test using brain signals (EEG). From our interactive experimental moving images tested on 30 subject, we conclude that we can make more presence as we interact more with images. Photo-realistic images is just pass-by and it is transformed to abstract images, as we more focused on the images, and the essential components of the abstraction includes color, trace, and interaction with subjects.

A Study on the Effect of Presence and Flow in VR Advertising: Focused Memory Information and Attitude toward Advertising (가상현실 광고에서 프레즌슨(Presence)과 플로우(Flow)에 대한 영향 연구 : 기억정보와 광고태도에 대한 효과를 중심으로)

  • Han, Kwang-Seok
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.278-285
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    • 2022
  • This study presence in VR advertising into three types presence. Further, through an experiment, the study empirically verifies the kind of recalled information depending on the flow which forms users' attitudes towards the content. The experiment was conducted with a factor design between 3X2 subjects. Hyundai Motor's Ioniq VR video was conducted, and a questionnaire of 143 subjects was used for the study. The results revealed that positive attitudes were formed towards the advertisement used in the experiment when the level of emotional presence was the highest. In addition, higher flow levels established positive attitudes towards the advertisement. and Cognitive presence's effects on memory, ARM such as product-attribute information was found to increase when the flow level is high; however, GRM such as overall product evaluation was found to increase when the flow level is low.

A Process Model for Virtual Collaboration: Theoretical Synthesis and Empirical Exploration (가상협업을 위한 프로세스 모형)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.73-94
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    • 2008
  • When individuals collaborated in virtual settings, communication is medicated through a variety of communication technologies, and is associated not only with communication effectiveness but also with socio-emotional interactions among group members. In this regards, scholars have examined how technology-mediated communication systems can be designed and used to facilitated communication interaction. However, the empirical results of the previous studies have revealed inconsistencies in the effects of communication media on users' behavioral or attitudinal responses, and on their viable effectiveness in organizations. Some studies claim that computer-mediated communication(CMC) is task-oriented but not suitable for emotional expression since it hinders close interpersonal interaction. On the other hand, some studies argue that individuals are able to develop interpersonal relationships more effectively in a CMC environment than in an FtF-environment. Due to the different perspectives, a theoretical gap exists, and it leads to the inconsistent research findings. The purpose of this paper is to combine the two different perspectives into single unified model, thereby providing a more realistic and comprehensive understanding about virtual collaboration. The present study here sought to answers the following questions with organizational communication perspective: What are the major components of virtual collaboration? What factors affect the performance of virtual collaboration? And what kind of managerial efforts should organization make in order to facilitate CMC media effectiveness in virtual collaboration? Although there is a certain belief that new media, namely technology-mediated communication support would create new opportunities, the problem of "how" or "why" has been an important question that is still not fully addressed. In this regards, we collectively reexamined previous literatures with major issues which are still controversial and integrated various theoretical activity within computer-mediated communication domain: task-oriented approach, socio-emotional approach, and evolutionary psychological approach. Our first contribution is to develop a framework for virtual collaboration by combining two different perspectives into a single unified model, providing a more realistic and comprehensive understanding. The second main contribution is the joint modeling of both social presence and cognitive effort, and the effects on two distinct but important communication outcomes(i.e., take performance and relational development). We tested the research hypotheses which were developed based on the various CMC theories using data gathered through a self-administered mail survey of 127 individuals of 69 virtual workgroups. The proposed model was supported, providing preliminary evidence that the tension between two opposite view should be integrated. The results show that the individual's psychological processes(social presence and cognitive effort) in a virtual environment significantly mediated the effect of CMC inputs (media richness, user adaptation, and shared contest) on the CMC outputs (task performance and relational development). Furthermore, this study shows that the lack of perceived media richness of CMC media can be complemented by user adaptation and shared context. Based on the results, we discuss how communication system should be designed and implemented so as to promote virtual interaction as well as how a virtual workgroup should be composed to complement the lack of media richness. A virtual collaboration using CMC media may create new value by overcoming the logistical constraints. On the other hand, it may also generate various managerial risks such as communicational depersonalization, process dissatisfaction, and low cohesion. Therefore, this study suggests that organization managers should carefully choose the CMC mediums and monitor individual member's cognitive and affective psychological processes during virtual collaboration to reduce potential risks in virtual collaboration.

Learning Presence Factors Affecting Learning Outcomes in Facebook-based Collaborative Learning Environments (페이스북 기반 협력학습 성과를 예측하는 학습실재감 요인 규명)

  • Lee, Jeongmin;Oh, Seungeun
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.305-316
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    • 2013
  • Despite the potential implications of Facebook use, there is a distinct lack of empirically derived theory for designing learning environment. This may be because Facebook is a social tool and there has been limited opportunity for exploratory research regarding Facebook based learning. Therefore, the purpose of this study is to investigate learning presence factors affecting learning outcomes in Facebook-based collaborative learning. Forty two college students participated in the Facebook-based collaborative learning activity, and the data from thirty nine were used for step-wise multiple regression analysis. In addition focus group interview was conducted to examine learning presence of Facebook-based collaborative learning. The results reported that cognitive presence predicted significantly learning outcomes, however, social and emotional presence did not predict learning outcomes. The implication of this study and future research were discussed in this research.

Accurate Visual Working Memory under a Positive Emotional Expression in Face (얼굴표정의 긍정적 정서에 의한 시각작업기억 향상 효과)

  • Han, Ji-Eun;Hyun, Joo-Seok
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.605-616
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    • 2011
  • The present study examined memory accuracy for faces with positive, negative and neutral emotional expressions to test whether their emotional content can affect visual working memory (VWM) performance. Participants remembered a set of face pictures in which facial expressions of the faces were randomly assigned from pleasant, unpleasant and neutral emotional categories. Participants' task was to report presence or absence of an emotion change in the faces by comparing the remembered set against another set of test faces displayed after a short delay. The change detection accuracies of the pleasant, unpleasant and neutral face conditions were compared under two memory exposure duration of 500ms vs. 1000ms. Under the duration of 500ms, the accuracy in the pleasant condition was higher than both unpleasant and neutral conditions. However the difference disappeared when the duration was extended to 1000ms. The results indicate that a positive facial expression can improve VWM accuracy relative to the negative or positive expressions especially when there is not enough time for forming durable VWM representations.

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Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.