• 제목/요약/키워드: Experience Emotion

검색결과 607건 처리시간 0.027초

수학 학습에서의 메타-정의 유형 탐색 (Explorating Meta-Affect Types in Mathematical Learning)

  • 김선희;박정언
    • 대한수학교육학회지:학교수학
    • /
    • 제13권3호
    • /
    • pp.469-484
    • /
    • 2011
  • 본 연구는 수학 학습의 정의적 영역에서 메타-정의의 개념을 구체화하고 명확히 하기 위해 메타-정의의 유형을 구분하고, 실제 사례를 보여주었다. 메타-정의는 정의의 모니터링, 감정의 평가, 감정의 조절, 정의의 활용 4가지로 구분되었고, 모니터링 후 평가, 조절, 활용이 시간적 순서로 이루어지는 것을 볼 수 있었다. 감정을 평가하고 조절하는 데 수학과 수학 학습에 대한 신념이 중요한 잣대로 작용하였으며, 메타-정의는 정의를 조절하고 학습 전략을 선정하는 등 수학 학습에서 중요한 역할을 하였다.

  • PDF

피체험자 생활이력을 이용한 쾌적기류 도출에 관한 기초연구 (Basic study of comfortable air movement for subjects to use the occupation experience)

  • 김만수;금종수;김형철;정백영;최호선
    • 한국감성과학회:학술대회논문집
    • /
    • 한국감성과학회 2002년도 추계학술대회 논문집
    • /
    • pp.97-102
    • /
    • 2002
  • Resident's agreeableness anger elevation request by improvement of life environment with economy development is increasing recently. However, research about air current estimation in dwelling environment that make use of air conditioner summer and cooling room is lacking going yet much. We are going to prefer most air current pattern(speed 3 steps of swing) that offer in PAC after figure processing because user's life hysteresis and present air current pattern that is supposed and offer more agreeable environment to room resident.

  • PDF

Flow and Learning Emotions in Computer Education: An Empirical Survey

  • Wang, Chih-Chien;Wang, Kai-Li;Chen, Chien-Chang;Yang, Yann-Jy
    • Journal of Information Technology Applications and Management
    • /
    • 제21권3호
    • /
    • pp.53-64
    • /
    • 2014
  • It is important to keep learners' feeling positive during learning to enhance learning performance. According to flow theory,challenge-skill balance is a precondition for flow experience: Learners feel anxiety when the challenge of learning is higher than their ability, feel boredom when the challenge of learning is lower than learners' ability, and engage in flow status when the challenge of learning matches the learners' ability. However, the current empirical study reveals that emotions related to enjoyment may appear when the learners' skill is equal to or higher than the learning challenge. Nevertheless, boredom emotion may appear when learners perceive the courses are difficult but unimportant. These empirical survey results revealed the necessary of rethinking the appearance of boredom and enjoyment emotions in computer education.

호텔 로비공간의 자연친화적 표현 특성에 관한 연구 (A Study on the Characteristics of Nature-friendly Expressing the Hotel Lobby Space)

  • 홍소정;안희영
    • 한국실내디자인학회:학술대회논문집
    • /
    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
    • /
    • pp.196-202
    • /
    • 2008
  • The interest in natural environment as a new living culture is turning to the programs that give us direct experience rather than indirect one. This change demands new sort of analysis on space in order to design hotel lobby space which satisfies contemporarians' emotion. Hereupon, this article has its purpose of studying the characteristics of environment-friendly expression as a means to approach to the space design of hotel lobby space in which men and nature can coexist and men can be richer in their emotion. Moreover, through the flow and types of environment-friendly design, this study intends to emphasize the importance of introducing natural factors and suggest the possibility of diversification in environment-friendly expression.

  • PDF

감성 인터랙션 공간디자인의 개념적 접근연구 (Conceptual Approach For Understanding Emotional Interaction Space Design)

  • 정은주;이연숙
    • 한국실내디자인학회:학술대회논문집
    • /
    • 한국실내디자인학회 2005년도 추계학술발표대회 논문집
    • /
    • pp.76-80
    • /
    • 2005
  • Digital technology makes changes of people's behavior style and characteristic of space in which people live. Therefore, we need to adjust conceptual meaning related to digital technology properly. For deriving emotional interactive space design, we need to understand following meanings: the meaning of interaction and interaction design, the meaning of emotion and emotional design, the meaning of space, emotional design, and interaction design in digital society. Consequently emotional interactive space design makes people satisfied with their five senses, communication with people increase and enable people to experience something new that they haven't experienced before transcending time and space.

  • PDF

Decision-Making of Consumers with Higher Pain of Payment: Moderating Role of Pain of Payment When Payment Conditions Differ

  • Koh, Geumjoung;Sohn, Young Woo;Rim, Hye Bin
    • 감성과학
    • /
    • 제21권4호
    • /
    • pp.3-10
    • /
    • 2018
  • The present study explores two relationships: first, between number of payment and payment option preference, and second, total sum and payment option preference, with pain of payment as a mediator variable. The analyses revealed that consumers who feel higher pain of payment preferred the pennies-a-day pricing to the aggregate pricing when the per-payment price is low. Consumers who experience higher pain of payment prefer to pay in small frequent installments because they feel the small per-payment price can be comparable to daily expense. Consumers who experienced higher pain of payment preferred aggregate pricing to pennies-a-day pricing when the per-payment price was high. When the per-payment price is high, it is no longer comparable to daily expense, thus leading to greater pain of payment among consumers. The study discusses the implications for mechanism of pain of payment on payment option preference.

Collecting the Information Needs of Skilled and Be-ginner Drivers Based on a User Mental Model for a Cus-tomized AR-HUD Interface

  • Zhang, Han;Lee, Seung Hee
    • 감성과학
    • /
    • 제24권4호
    • /
    • pp.53-68
    • /
    • 2021
  • The continuous development of in-vehicle information systems in recent years has dramatically enriched drivers' driving experience while occupying their cognitive resources to varying degrees, causing driving distraction. Under this complex information system, managing the complexity and priority of information and further improvement in driving safety has become a key issue that needs to be urgently solved by the in-vehicle information system. The new interactive methods incorporating the augmented reality (AR) and head-up display (HUD) technologies into in-vehicle information systems are currently receiving widespread attention. This superimposes various onboard information into an actual driving scene, thereby meeting the needs of complex tasks and improving driving safety. Based on the qualitative research methods of surveys and telephone interviews, this study collects the information needs of the target user groups (i.e., beginners and skilled drivers) and constructs a three-mode information database to provide the basis for a customized AR-HUD interface design.

PSYCHOPHYSIOLOGICAL CHANGES DURING VIRTUAL REALITY NAVIGATION

  • Kim, Y.Y.;Kim, E.N.;C.Y. Jung;H.D. Ko;Kim, H.T.
    • 한국감성과학회:학술대회논문집
    • /
    • 한국감성과학회 2002년도 춘계학술대회 논문집
    • /
    • pp.107-113
    • /
    • 2002
  • We examined the psychophysiological effects of navigation in a virtual reality (VR). Subjects were exposed to the VR, and required to detect specific objects. Ten electrophysiological signals were recorded before, during, and after navigation in the VR. Six questionnaires on the VR experience were acquired from 45 healthy subjects. There were significant changes between the VR period and the pre-VR control period in several psychophysiological measurements. During the VR period, eye blink, skin conductance level, and alpha frequency of EEG were decreased but gamma wave were increased. Physiological changes associated with cybersickness included increased heart rate, eye blink, skin conductance response, and gamma wave and decreased photoplethysmogram and skin temperature. These results suggest an attentional change during VR navigation and activation of the autonomic nervous system for cybersickness. These findings would enhance our understanding for the psychophysiological changes during VR navigation and cybersickness.

  • PDF

소집단 소조활동이 유아의 정서지능에 미치는 효과 (The Effect of Small Group Plastic Artistic Activities on the Emotional Intelligence of Early Young Children)

  • 김영주;최임수
    • 한국보육지원학회지
    • /
    • 제3권1호
    • /
    • pp.17-37
    • /
    • 2007
  • 본 연구는 소집단 소조활동이 유아의 정서지능에 어떤 효과가 있는지 알아보고자 하였다. 이러한 연구 목적을 달성하기 위해 유아 40명을 실험집단과 통제집단으로 나누어 사전검사로 이병래(1997)의 정서지능 검사 도구를 사용하여 정서지능을 측정한 후 실험집단에는 집단 소조활동을 통제집단에는 일반적인 유치원의 조형활동을 주 2회 8주간 총 15회에 걸쳐 실시하였으며 통제집단에는 제 6차 교육과정의 조형활동을 같은 기간에 실시한 후, 사후 검사를 실시하였다. 그 결과 첫째, 소집단 소조활동은 유아의 정서지능에 효과가 있었다. 둘째 소집단 소조 활동은 유아의 정서지능 하위 요인 중 자기정서 인식능력, 자기정서 조절능력, 자기 동기화능력에 효과가 있었다. 셋째, 소집단 소조활동은 유아의 정서지능 하위 요인 중 타인정서 인식능력과 대인관계 기술능력에 효과적이었다. 결론적으로 소집단소조활동을 실시하여 유아로 하여금 소집단내에서 의사소통과 협동작업을 하도록 하는 것이 개인적으로나 혹은 큰 집단으로 조형활동을 하는 것보다 정서지능에 효과적임을 알 수 있었다.

  • PDF

양안경합의 감각적 상충 경험에 기초한 시각적 변화탐지 경험에 대한 이해 (Understanding the Experience of Visual Change Detection Based on the Experience of a Sensory Conflict Evoked by a Binocular Rivalry)

  • 신영선;현주석
    • 감성과학
    • /
    • 제16권3호
    • /
    • pp.341-350
    • /
    • 2013
  • 본 연구는 시야에 발생하는 현저한 시각적 변화에 대한 탐지 경험과 양안경합이 초래한 감각적 상충에 대한 탐지 경험을 상호 비교함으로써 변화탐지 경험의 감각적 특성에 대한 이해를 시도하였다. 이를 위해, 실험 1에서는 2, 4, 6개의 항목을 단기파지 한 후 뒤이어 제시되는 검사항목과의 비교를 요구하는 변화탐지 과제가 사용되었다. 전체 변화탐지 시행 중 시각적 변화가 발생한 일부 시행에서는 검사항목 중 변화를 야기하는 한 항목에 양쪽 단안 분리 입력을 통해 서로 다른 항목이 제시되는 양안경합을 처치하였다. 실험 결과, 양안 경합이 처치되지 않은 경우 항목 개수 증가에 따른 변화탐지 정확도의 분명한 감소가 관찰된 반면 양안 경합이 처치된 경우 이러한 항목 개수 효과는 관찰되지 않았다. 실험 2에서는 항목 개수를 4, 8, 16개로 달리하는 탐색 배열 중 양안경합이 초래하는 감각적 상충을 보유한 표적 항목에 대한 탐색 효율성을 측정한 결과, 양안경합 처치 유무에 관계없이 탐색이 매우 효율적인 것이 관찰되었다. 실험 1과 2의 결과는 시야의 현저한 변화에 대한 탐지 경험은 기억부담의 증감에 따라 경우에 따라서는 양안경합 자극이 초래하는 감각적 상충에 대한 탐지 경험과 유사할 가능성을 시사한다.

  • PDF