• Title/Summary/Keyword: Emotional character

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The Effects of Emotional Interaction with Virtual Student on the User's Eye-fixation and Virtual Presence in the Teaching Simulation (가상현실 수업시뮬레이션에서 가상학생과의 정서적 상호작용이 사용자의 시선응시 및 가상실재감에 미치는 영향)

  • Ryu, Jeeheon;Kim, Kukhyeon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.581-593
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    • 2020
  • The purpose of this study was to examine the eye-fixation times on different parts of a student avatar and the virtual presence with two scenarios in the virtual reality-based teaching simulation. This study was to identify user attention while he or she is interacting with a student avatar. By examining where a user is gazing during a conversation with the avatar, we have a better understanding of non-verbal communication. For this study, forty-five college students (21 females and 24 males) participated in the experiment. They had a conversation with a student avatar in a virtual reality-based teaching simulation. The participants had verbal interactions with the student avatar with two scenarios. While they were having a conversation with the virtual character in the teaching simulation, their eye-movements were collected through a head-mounted display with an eye-tracking function embedded. The results revealed that there were significant differences in eye-fixation times. Participants gazed a longer time on facial expression than any other area. The fixation time on the facial expression was more prolonged than on gestures (F=3.75, p<.05). However, the virtual presence was not significantly different in two scenario levels. This result suggested that users focus on the face more than the gesture when they emotionally interact with the virtual character.

Related Study which feeling "Fun" & "Reality" in Korean Cartoon (한국만화에서 느끼는 '재미'와 '현실'의 연관연구)

  • Chang, Jin-Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.227-253
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    • 2014
  • The purpose of this article is to prove the fun of cartoon has related in Reality. Ultimately, it will be occurred the expanding result in contact with reader's reality perception. I had pointed out this issue in introduction. Although Fun is our vital power, almost people recognize it as imagination result which is not related in Reality. As the result, we overlooked Fun is contacted in Reality recognition. Creation method of cartoon story emphasize "the Individual character" and "the original nature" also. As this result, it has limitation which neglect "Reality". In main subject, I explained the meaning of Fun and Reality in feeling Korea Cartoon. First, we looked around a theoretical background of fun. With take surveying for various fun characters in several category of cartoon. We can confirm that it was occurred the results contacting "Enlargement of actual recognition" commonly. Second, the main issue of Korea cartoon was "Reality" historically. But, described Reality in cartoon is different from true Reality. Therefore, cartoon is imagined Reality of writer. So he make a heros and make a fun putting a folk tail. Third, described Reality in Korea cartoons make a fun and reader's consensus which is from emotional reality. With limitation of writer's "Reality recognition", almost writers adapted to ideology of ruling classes. Forth, we surveyed Korean cartoons which described "true Reality". Newspaper cartoons during imperialism and Min-joong cartoon in 80' period and 2000th period life documentary cartoon, we participated three sector and surveyed each character. Especially, I am dealing with important inconsistency of true reality. As this result, My cartoon enlarge reader's true reality and make "Fun" of recognizing a true reality.

A study on the factors influencing the satisfaction of life of disabled children parents (장애아 부모의 삶의 만족도에 영향을 미치는 요인에 관한 연구)

  • Lee, Hyun-Suk;Ha, Kyu-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.8046-8056
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    • 2015
  • The purpose of this study is the study of factors affecting the life satisfaction of disabled children parents. Survey data metropolitan area and Gyeonggi-do special schools, day shelter, Disabled Welfare, especially on the national branch in Korea Funny disabled parent meetings, through 389 branches were collected material wealth targeting parents with disabilities. Statistical analysis SPSS 19.0 program utilizes factor analysis, reliability analysis. And parents of children with disabilities and environmental factors are the demographic characteristics in order to analyze the impact on life satisfaction as a control variable, and the environmental factors as independent variables were performed hierarchical regression analysis. Results are crazy and the positive(+) influence a religious presence and the average monthly income of demographic characteristics in the satisfaction of life, environmental factors all had significant influence on life satisfaction. In other words, family support, disability, social networks, personal nature had a positive(+) influence on life satisfaction of disabled children parents, the relative influence of these factors include family support, disability, social networks, net of personality. It was in. The result is handicapped parents receive emotional support and help from family, the lower the degree of disability of the child, as participation in meetings or disability welfare various programs and handicapped parents, and the more it has a positive character increased satisfaction in life that can be interpreted.

The Relationships between Yin-Yang Temperament, Personality and Behavior Problems in Middle School Students (중학생에 있어서 음양 기질과 행동문제의 상관관계)

  • Lee, Soo Jin;Hwang, Jung Hee;Lee, Youn Dong;Park, Eun Young;Chae, Han
    • The Journal of Pediatrics of Korean Medicine
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    • v.32 no.4
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    • pp.13-23
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    • 2018
  • Objectives The Eum-Yang (Yin-Yang in English) temperament was shown to have clinical and structural validity with Sasang Personality Questionnaire (SPQ), however the studies of the association with behavior problems and personality structure in adolescents were not satisfactory. The purpose of this study was to examine the relationships between Eum-Yang temperament and behavior problems in Korean middle school students. Methods 122 first grader of middle school students (68 boys and 54 girls) completed SPQ, Junior version of Temperament and Character Inventory (JTCI), and Youth Self Report (YSR). The correlations between SPQ, JTCI, and YSR subscales were investigated. And, also the differences between SPQ, JTCI, and YSR subscales among Yang (high 30% of SPQ total score) and Eum (low 30% of SPQ total score) temperament groups classified with SPQ total score were examined. Results The SPQ total score were correlated with Novelty-Seeking (r=.321) and Reward-Dependence (r=.392) in boys, and with Novelty-Seeking (r=.427) and Harm-Avoidance (r=-.444) in girls. The SPQ total score were not significantly correlated with Body Mass Index, Ponderal Index and YSR total, however significantly correlated with YSR Internalizing problems and Withdrawal/depressed subscale (r=-.242 and r=-.419) in boys and Withdrawal/depressed subscale (r=-.449) in girls. There were significant differences between Eum and Yang groups in Novelty-Seeking, Harm-Avoidance and Withdrawal/depressed as for boys and girls. Conclusions The biopsychological structure of SPQ was confirmed with middle school students. The behavioral (SPQ-B) and emotional (SPQ-E) perspectives of Eum-Yang were found to be protective and risk factors, and also correlated with Externalizing and Internalizing behavior problems, respectively. The biopsychological characteristics of Eum-Yang temperament and its relation with psychopathological symptoms in late-childhood should be carefully analyzed.

Function and Utility of Musical Action Songs - Focoused on the Musical (뮤지컬 '액션송' 기능과 효용성 연구 - 뮤지컬 <공포의 꽃가게>를 중심으로 -)

  • Shin, Dong-A;Kim, Hak-Min
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.49-62
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    • 2020
  • Musicals are plays in which songs and dances are closely aligned with the plot development of the play, and songs and dances develop specific situations and a series of events. In particular, songs perform a fuction of causing the significant changes and emotional ventilation and amplification in the play by specifically capturing the goals and actions the characters are aiming for. This paper focuses on the song that takes on the function of the plot deployment, defines songs that embody actions and stories on stage' as 'action songs' and highlights their role and importance. Action Song is not a clearly defined or prescribed term in Musical. However, 'Action Song' is a song about how a character's desire or motivation for action, given as a 'character song' inserted at the beginning of an integrated musical play, provides a conflict that is a central event of action. In other words, 'action song' means a song that organically combines music and narrative by conveying the action on the stage as a song with lyrics. In addition, it is a song that moves the plot forward and contains a series of events or actions that are the material of the plot. This paper is intended to summarize the concept of'Action song which is not well known to us, and to lay the foundation of the stud, learned the concept, function and efficiency by the analyses of script and music of the musical . As a result, action songs accumulate and amplify tension caused by conflicts and induce the audience to immerse in their emotions. At the same time, the action song multiplies fun and interest of the play while the audience's expectation increased for the next scene after the action song and the progression of the play with single action makes the contents of the drama to be understood clearly.

Proposal of 3D Consultation Platform to Promote Self-Openness - Focusing on improving the perception of counseling in the 20s (자기개방성 증진을 위한 3D 상담 플랫폼 제안 - 20대의 심리상담 인식 개선을 중심으로)

  • Kim, Sae-byeol;Park, Gyu-hee;Shin, Su-young;Jang, Hye-rin;Cho, Yoo-jung;Choi, Jon-in;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.266-269
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    • 2022
  • As the emotional problems experienced by modern people after COVID-19 have increased, the burden on clients due to negative perceptions of psychological counseling and physical limitations is still high. Therefore, this study proposes a virtual counseling platform for effective counseling using the characteristics of people in their 20s who are open to relationships in non-face-to-face relationships. To this end, a survey was conducted for those in their 20s and in-depth interviews with counselors were conducted. After that, a 3D virtual counseling environment was created through Unity to PC-based service. As a result of the study, it was found that the most important factor in counseling in the 20s was the tendency of counselors and an atmosphere without burden, which was closely related to self-opening in counseling. Therefore, it was possible to participate in counseling while looking at the counselor character in a 3D space created in comfortable atmosphere, and various interaction elements with the counselor were provided during counseling. The significance of this study aims to promote self-openness of clients in their 20s and actively participate in counseling. This is expected to greatly help improve psychological problems through smooth counseling.

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The Effect of Brand Storytelling in Brand Reputation (브랜드명성수준에 따른 브랜드 스토리텔링의 효과)

  • Choi, Soow-A;Jung, Hyo-Sun;Hwang, Yoon-Yong
    • Journal of Distribution Science
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    • v.12 no.4
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    • pp.55-63
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    • 2014
  • Purpose - Brands and products often play key roles in enabling consumers to experience a good attitude, resulting in mentally enacting a specific prototype and reliving the experience by retelling a specific story. Brand storytelling can function as an important tool for managing the brand. To successfully apply a firm's brand storytelling, it is important to prove the effectiveness of storytelling. Therefore, by utilizing the research of Escalas (1998) and Fog et al. (2005), a list of measurements for storytelling component quality (SCQ) was applied. In addition, customer attitudes toward brand storytelling were tested. In particular, if customers encounter a dynamic and interesting story, although the brand is not widely known, they can be in communion with the brand and establish an emotional connection (Hill, 2003). Thus, brand reputation was divided into two levels (high vs. low), and the difference in effectiveness between storytelling component quality and consumers' advertisement attitude, brand attitude, and purchasing intention was examined. Research design, data, and methodology - By using the measurement list used in Choi, Na, and Hwang (2013), 12 categories in the level of message quality, conflict quality, character quality, and plot quality were measured. In addition, categories of brand reputation, advertisement attitude, brand attitude, and purchasing intention were measured. The study was based on 181 final survey samples targeting undergraduate and graduate students in Gwangju Metropolitan City. Results - Consumer responses toward storytelling were researched in the context of brand characteristics or product attributes, such as brand reputation, differentiated from extant simple effects of storytelling. Some brands with high reputation enjoy a halo effect due to prior learning, while other brands with comparatively low reputation have trouble generating positive responses despite attempts to enhance the level of reputation or induce favorable attitudes. Although not all due to the component quality of storytelling, the case of brands with low reputation exerted more positive impact on consumer attitudes than did brands with high reputation. As mentioned earlier, consumer evaluation of the component quality of storytelling was categorized into advertising attitudes, brand attitudes, and purchase intention for this study; this provides managerial implications in other ways. The results imply that an effective application of storytelling could be an important emotional tool for the development of both brands with low brand awareness and of well-known brands. Finally, this study serves to increase consumers' understanding and ability in interpreting brand stories that marketers tell about themselves, as well as to highlight differential experiences with products by level of brand hierarchy. Conclusions - This research aimed to provide an objective guideline for storytelling component quality while considering brand awareness. Thus, brand reputation was considered for proving the baseline effectiveness of storytelling, and this study provided directions for strategic establishment of storytelling. Based on this, we conclude that in further studies, it will be necessary to systematically manage brand story by considering other situation variables and various story patterns, and studying their differences.

A Study on the Use of Communication Functions in Mobile Messenger Emoticons - Focus on Line Messenger - (모바일 메신저에서 이모티콘 캐릭터를 통한 플랫폼 비즈니스 확장에 관한 연구 - 카카오 프렌즈와 라인 프렌즈를 중심으로 -)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.151-158
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    • 2020
  • SNS on the mobile platform is an essential element and tool for communication and has become a part of life for many people. Having been accustomed to non-face-to-face communication, people today have chosen to use emoticons instead of text to express their feelings and the use of emoticons is constantly growing. This is because the emoticons in various styles of drawings and movements can evoke emotional and sentimental reactions in users and express their tastes in addition to feelings. The current study was conducted to analyze the use of initial emoticon characters released by two most leading SNS platforms in Korea--Kakao for Kakao Talk and Naver for Line--and their expansion to various platform businesses. Based on the cases of the two companies, it discussed the development and goals of Korea-made emoticons in the future as cultural contents.

A Study on Fun Elements of Web 2.0 Blog Widget (Web 2.0 블로그 위젯의 재미 요소에 대한 연구)

  • Choi, Sung-Kyu;Kim, Kee-Sung;Jang, Seok-Hyun;Whang, Min-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.785-790
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    • 2009
  • Widgets are the instrument for representing user's character and embossing the value of blogs. The compound word of the Windows and Gadget the application, widgets are the functional program to displayed on the screen graphical user interface (GUI) tools as a kind of service that user want to see. On the operating system, the Web, and mobile area, widgets offer the delivery of information, convenience and efficiency. However widgets have been never gave satisfaction to user because it focused transmitting information and representing circumstance than fun. This study is for recognized fun elements that user feel interest and categorized fun elements each type of widgets. Fun elements of widget never been defined, we use fun elements on design and product area and emotional word that is representative of affectivity. And we make up an online questionnaire to blog users. The widget selected by popular degree among the domestic widgets and the Japanese widget. And the results of the questionnaire that 5-scales used based on user preferences to identify the elements that are fun.

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Prints as Avant-garde Language of Mass Culture (대중문화의 전위 언어로서 프린트)

  • Yim, Young-Kil;Kim, Sook-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.181-192
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    • 2009
  • Prints in the contemporary art has the radical aspects at not only to maintain the characteristic of printmaking in a field of visual image but also to fulfill and communicate a desire of the public. We can see this from the change of the printmaking forms among the alternation of diverse expression methods and media such as from the line-cut at the Renaissance to colored print process, photography, the beginning of 20th century cartoons, advertisement, art, and graphic poster. From that, we can understand the printmaking as a fluid media, not fixed, has finely accomplished its functions as an act of visual language to smoothly communicate with the individual desire and character than word or language at the complex and various cultural surface. This study is focused on that prints as an avant-garde language in popular culture. Therefore, I have examined the following two aspects. First, with focussing at the specific characters of the graphic posters, I try to define the differences between language and visual language and the effect from it to our emotional perception and behavior with the politic and economic point of view. Second, how has the printmaking art as an fine arts finely accomplished an linguistic action. These are the purpose of this study.