• Title/Summary/Keyword: Excitement

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Changes in the Emotion by the Expressive Definition of Visual Contents (영상콘텐츠의 표현밀도에 따른 감정의 변화)

  • Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.192-201
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    • 2010
  • This research deals with expressive definition of visual contents by using the distance between a subject and a screen resolution, and what changes affect the emotion of those looking at the expressive definition. A visual image captured from a HDTV screen was shown to the 61 students attending a university in the Busan area and SAM evaluation method was used to measure 3 different emotions such as pleasant, arousal, and dominance. While comparing different resolution, looking at high resolution contents rather than low resolution resulted in a direction of pleasant, arousal, and dominance. Also showing a different resolution than consistently showing the same resolution had a more volatile emotional effect. Aftermath multiple comparison resulted in a tendency for emotions to become unpleasant and un-arousal when high resolution contents were shown and then switched to a low resolution contents. There was no result of any significance in the control variables. Also on the aftermath multiple comparison on short, medium and long distance between the subject and the screen resolution, short distance had a bigger pleasant, arousal, and dominance emotional numbers than the rest. In a multiple variable verification result, a resolution and the distance of happiness and excitement showed a positive correlation.

An Effect of the Prefrontal Lobe Influenced by Game Music Mixed with White Noise (백색잡음을 혼합한 게임음악이 전전두엽에 미치는 영향)

  • Choi, Jong-Yun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.3-11
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    • 2011
  • The sound of digital media would be able to perform communication by stimulating body's senses. Because the sound stimuli could arouse a person into the physiological excitement and sensitivity, which appear as the changes of heartbeat, blood pressure, brain waves(EEG) signals. In this paper, we would like to examine whether the game music mixed with relaxing white noises has an effect to relax game player or not through the EEG changes of game players. For the experiment, we divided game players into group A that plays game while hearing game music mixed with white noises, and group B that plays game while hearing game music not mixed. And we measured the EEG changes of the prefrontal lobe between two groups. The result shows that the game music mixed with white noises has an relaxing effect for the left brain, but fall short of the expectations for the right brain. It would be a basic research which will contribute to the development of serious games for psychotherapy using relaxing white noises.

Design and Implementation of Typing Game for the Disabled (장애인을 위한 타자게임 설계 및 구현)

  • Seo, Jeong-Man;Song, Hae-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.55-62
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    • 2013
  • This paper deals with the design and implementation of a typing game especially for the disabled people such as children, the elderly, and the handicapped persons on hands. In order to increase the typing capability of such users the game is designed to increase the score whenever they correctly enter the words that appear randomly on the screen. Moreover it is devised to arose the interest by making them follow closer to bugs and insects running ahead when they type correctly many words as possible within a given time limit to eliminate the bugs at the collision; otherwise the distance becomes farther when they enter misspelled words. This functionality can develop the intellectual strength of the users. This typing game helps the disabled increase their typing capability, memorize the character key position, and feel emotionally good with excitement.

The Effect of Consumption Values in Luxury Brands on Cult Intention : Focusing on the Mediating Effects of Positive Affect and Compatibility (럭셔리 브랜드 소비가치가 컬트 의도에 미치는 영향 : 긍정적 정서와 적합성의 매개효과를 중심으로)

  • Kim, Kihyung;Han, SangLin;Shin, Yunchang
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.43 no.2
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    • pp.98-109
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    • 2020
  • What is purchase motivation for luxury brands? and what kind of process through makes higher cult intention(i.e.,loyalty). How does consumption value affect loyalty? Theoretically, it was studied whether it could be explained. The luxury products and services were divided into categories and surveys were conducted at the national level. This research analyzed the influence of positive affect on cult intention by mediating luxury consumption value with S-O-R frame. The logic was developed with excitation transfer theory. Positive affect, compatibility mediating effect were investigated. Unlike the previous studies that have been recognized as important in terms of symbolic value in luxury brands, it was confirmed that experiential consumption value had the greatest impact. In addition, the influence of functional value and symbolic value had a significant effect. The effect of consumption value on cult intention was mediated by positive affect and compatibility. Therefore, emotional response can be seen as having an effect on cult intention through excitement transfer. These findings suggest that luxury brand marketers need to develop consumer values that can lead to arousal and positive emotional responses to suit consumer lifestyle. The research results are expected to contribute to the experience marketing and the hospitality service of luxury brands.

A Structural Model Analysis of Hotel Brand Personality Influencing Restaurant Loyalty Mediated through Restaurant Trust and Satisfaction (호텔 브랜드 개성이 레스토랑에 대한 신뢰와 만족을 매개로 하여 레스토랑 충성도에 미치는 영향에 관한 연구)

  • Kim, Ji-Eun
    • Culinary science and hospitality research
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    • v.17 no.5
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    • pp.122-138
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    • 2011
  • This study aims to investigate whether hotel brand personality predicts restaurant loyalty mediated through trust and satisfaction. An experimental design is applied to test six hypotheses that reflect the research questions. The guests who have experienced dining in five star hotels in Seoul are targeted for sampling. A total of 184 faithful cases out of 250 cases have been analyzed. To analyze the data, descriptive statistics and multivariate analysis of variance, and structural equation modeling (SEM) are employed using the SPSS and AMOS 7. The findings indicate that hotel restaurant customers' loyalty is positively influenced by hotel brand's ruggedness and sophistication. Also, all the variables in brand personality except excitement have a positive impact on hotel restaurant customers' trust. Noticeably, hotel restaurant satisfaction is increased through brand sincerity and sophistication. Finally, both restaurant trust and satisfaction have a positive impact on restaurant loyalty. In conclusion, these findings suggest that hotel practitioners need to develop the influential variables of hotel brand personality to elevate the level of restaurant loyalty.

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The Effects of Case-Based Learning (CBL) on Learning Motivation and Learning Satisfaction of Nursing Students in a Human Physiology Course (사례기반학습법을 적용한 수업이 간호대학생의 학습동기와 학습만족도에 미치는 효과 - 인체생리학 수업을 중심으로)

  • Kim, Na Hyun;Park, Ji Yeon;Jun, Sang Eun
    • Journal of Korean Biological Nursing Science
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    • v.17 no.1
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    • pp.78-87
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    • 2015
  • Purpose: The purpose of this study was to investigate the effects of case-based learning (CBL) on learning motivation and learning satisfaction of nursing students in a human physiology course. Methods: The development and application of CBL scenarios was conducted from February to June, 2013. Nursing students (n=142) who registered for a human physiology course were assigned into either a control or CLB group. The control group received traditional lectures for 14 weeks. The CBL group received the same 14-week lectures and an additional 5 CBL sessions. The learning motivation and satisfaction were measured by questionnaires at the beginning and the end of the semester. Seven students in the CBL group were randomly selected for a focus-group interview. Quantitative data were analyzed by ${\chi}^2$-test and t-test, and qualitative data were analyzed by content analysis. Results: The learning motivation and learning satisfaction were not significantly different between the two groups. However, 59% of the CBL group answered with a positive impression on the CBL approach as it helped them to feel a sense of achievement, excitement, to form their identity as nursing students, and so on. Conclusion: These findings suggest that the CBL could be a challenging but useful learning method in a physiology course for nursing students. Further studies with guidance, such as instructors' questions and feedback design are needed to utilize CBL more effectively.

A Single Case Study of an Adolescent with a Mild Intellectual Disability in Preparation for Independence after Discharge from a Childcare Institution (아동양육시설 퇴소를 앞둔 경증지적장애 청소년의 자립준비를 위한 단일 사례연구)

  • Yu, Jin-Hee;Kim, Min-Kyeong
    • Journal of the Korea Convergence Society
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    • v.11 no.5
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    • pp.229-239
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    • 2020
  • The purpose of this study was to help young people with mild intellectual disabilities with counseling and self-supporting life experiences. The topic of the counseling contents could be categorized as follows: "institutional life was clumsy and hard, but it was also full of memories," "my adolescent was aching, growing, and lonesome," "an irresistibie being," "independence process is filled with anxiety, excitement." In his process of going independent, the subject showed a strong will for the preparation for independence where he gets through the unfavorable situation surrounding the arduous and lonely independent process. This result proves the effectiveness of the therapeutic intervention based on the coping skills that meet the needs of the social situation for the adolescents who are discharged from institutions in their independence preparation and job search.

Physiological Fuzzy Neural Networks for Image Recognition (영상 인식을 위한 생리학적 퍼지 신경망)

  • Kim, Kwang-Baek;Moon, Yong-Eun;Park, Choong-Shik
    • Journal of Intelligence and Information Systems
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    • v.11 no.2
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    • pp.81-103
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    • 2005
  • The Neuron structure in a nervous system consists of inhibitory neurons and excitory neurons. Both neurons are activated by agonistic neurons and inactivated by antagonist neurons. In this paper, we proposed a physiological fuzzy neural network by analyzing the physiological neuron structure in the nervous system. The proposed structure selectively activates the neurons which go through a state of excitement caused by agonistic neurons and also transmit the signal of these neurons to the output layers. The proposed physiological fuzzy neural networks based on the nervous system consists of a input player, and the hidden layer which classifies features of learning data, and output layer. The proposed fuzzy neural network is applied to recognize bronchial squamous cell carcinoma images and car plate images. The result of the experiments shows that the learning time, the convergence, and the recognition rate of the proposed physiological fuzzy neural networks outperform the conventional neural networks.

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Behavioral and cardiac responses in mature horses exposed to a novel object

  • Lee, Kyung Eun;Kim, Joon Gyu;Lee, Hang;Kim, Byung Sun
    • Journal of Animal Science and Technology
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    • v.63 no.3
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    • pp.651-661
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    • 2021
  • This study aimed to investigate whether breed, sex, and age affected temperament differently (more or less neophobic) in mature horses during a novel object test. The study included Jeju crossbred (n = 12, age = 9.42 ± 4.57 y), Thoroughbred (n = 15, age = 10.73 ± 3.09 y), and Warmblood horses (n = 12, age = 13.08 ± 3.55 y) with the females (n = 22, age = 11.36 ± 4.24 y) and geldings (n = 17, age = 10.65 ± 3.66 y). Jeju crossbreds (Jeju horse × Thoroughbred) are valuable considering their popular usage in Korea, but limited studies have explored temperament of Jeju crossbred horses. A trained experimenter touched the left side of the neck with a white plastic bag (novel object). The test ended when the horse stopped escape response and heart rate (HR) dropped to baseline. Behavioral score and escape duration were measured as behavioral variables. Multiple variables related to HR and heart rate variability (HRV) were measured to reflect emotional state. These included basal HR (BHR), maximum HR (MHR), delay to reach maximum heart rate (Time to MHR), standard deviation of beat-to-beat intervals (SDNN), root mean square of successive differences (RMSSD), and ratio of low to high frequency components of a continuous series of heartbeats (LF/HF). Statistics revealed that Thoroughbreds had significantly higher behavioral scores, and lower RMSSD than Jeju crossbreds (p < 0.05), suggesting greater excitement and fear to the novel object in Thoroughbreds. None of the behavioral or cardiac parameters exhibited sex differences (p < 0.05). Age was negatively correlated with SDNN and RMSSD (p < 0.05), indicating that older horses felt more anxiety to the novelty than younger horses. Thoroughbreds and females had distinct correlations between behavioral and HRV variables in comparison with other groups (p < 0.05), implying that escape duration might be a good indicator of stress, especially in these two groups. These results are expected to improve equine welfare, safety and utility, by providing insights into the temperament of particular horse groups, to better match reactivity levels with specific functions.

Study on Healing Game based on Lazzro's 'Four Keys to Fun' (Lazzro의 '4가지 재미요소' 기반 힐링 게임 특성 분석)

  • Kang, Ho-In;Byun, Hae-Won
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.39-48
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    • 2018
  • Recently, some games with physical and mental healing function are released. The healing games tend to make people relax. With the features of simple healing contents, the healing games provide users psychological stability more than strong stimulus. The games don't give users continuous excitement, so the popularity of the games goes down soon. In this paper, we investigate domestic and international healing games on the basis of the platform, such as mobile, console and PC. We analyze the feature of healing games with the four keys to fun(Hard Fun, Easy Fun, Serious Fun, People Fun) suggested by Nicole Lazzro. By this analysis, we find how much of the 4 keys to fun the games include and the correlation between the 4 keys to fun and the popularity of the healing games.