Providing personalized services customized to users' needs and preferences becomes highlighted as a key area of user-context computing. It is essential for context-aware technology to be developed more intelligent and meaningful services by being widely applied to a variety of sectors and domains. SDO (Standard Development Organization) such as MPEG and W3C has been actively developed to be standardized services and to improve context-awareness services. Yet current standards related to context-aware technology, such as MPEG-7, MPEG-21, MPEG-V, and emotionML, are not capable enough to support various systems and diverse services. Against this backdrop, the MPEG User Description, referred to also as MPEG-UD Standard, is to ensure interoperability among recommendation services, which take into account user's context when generating recommendations to users. In this light, we introduce standards related to the user context and propose the structure for RD-Engine and the Remote Responsive User Interface(RRUI) system in reference to MPEG-UD. This system collects unit resources matching specific condition according to the user's contexts described by MPEG-UD. In so doing, it improves adaptive user interface considering device features in real-time. By automatically generating adaptive user interfaces tailored to an individual's contexts, the proposed system aims to achieve high-quality user experience for a complex service.
New design method has been required for web designers to grasp the proper emotion, impression, and feeling of a web site and reflect these elements in web design. It is certain that such a new methodology can be a useful design tool, although web designers have only relied on their intuition and experience to induce users to perceive specific emotion of web sites. In this study, Kansei Engineering Type Ⅰ (Nagamachi, 2002 and Park, 2000) method was applied to develop the methodology. One hundred thirty six web sites believed to convey emotions effectively were first selected by recommendation of professional web designers and twenty two web sites were finally chosen and evaluated using questionnaire. The web sites were then objectively and quantitatively assessed by measuring the degree of utilization of the design elements, balance, overall density, and homogeneity. We examined the cause-and-effect between the results of emotional and quantitative analysis by multiple regression and introduced the design methodology based on the examination. The research method and procedures applied to this study would be applicable to design studies related to the emotional inducement.
This paper focused on the effect of Kansei design on the web in branding as well as its influence factors. As a key of this research, it classified web users' Kansei into five categories; 1) functional Kansei, 2) sensoryKansei, 3) psychological Kansei, 4) relational Kansei and 5) cultural Kansei, and organized relevant factors. Online surveys were conducted on seven websites of the fast food brands in Korea (Lotteria, Mcdonald, BurgerKing, Popeyes, KFC, Pizza Hut, Domino's) which are targeting 463 male and females in 20s. As a result, an average of 58% responded that they had a positive Kansei experience and could enhanceits brand preference. Of the sensory Kansei, visual design factors were the one that gave the greatest effect on brand preference enhancement. Regarding the functional Kansei satisfaction, such as user convenience and access speed were also one of the most crucial variables for the whole Kansei satisfaction. Moreover, the preference enhancement brought not only a positive effect on its reliability but also its brand image and consumers' purchasing desire. Based on the survey results, the additional FGI (Focus Group Interview) had been conducted and determined \circled1 what kind of major Kansei that users wanted to have satisfied, \circled2 what type of design can give strong Kansei appeal to its users, and \circled3what design factors gave an effect on sensory emotion. In the course of this research, Itried to renew the awareness of the web importance as a major channel in non-mass interactive marketing, and suggest the effect and its possibility of emotional branding through Kansei design in the web as well as design principles of strategic Kansei design.
This study tries to examine the emotion of the elite characters in Son Jangsoon's early novel, The Koreans. In this novel, most characters are found to have an envy feeling, except for two female characters, Heeyeon and Sue Han. Although the writer does not consciously explore the envy feeling here, she excellently represents the harmful effects of the envy feeling. In this novel, the envy feeling is related to the desire for success and its frustration. In 1960's, people had high expectation of improvement in their individual lives. The elite groups were more likely to have a successful life with good education. But in this novel, these elite people suffer from frustration of their desire and experience of the envy feeling. The impressive point in this novel is that not only females but also males are shown to have the envy feeling. Envious people have the tendency to compare themselves with people around them, to feel shame in an inferior position and to aspire for superiority. In these envious characters, the feeling of envy reveals their lack, their inferiority and it never provides them with the way to escape from their suffering situation. The writer suggests that the envy feeling can be overcome by pursuing other valuable things and focussing not on other people's desire but on their own desire.
Archival symposium was a time when men thought thoroughly about what archives were, and to carefully record such thoughts. In the time of archival symposium, I observed the people archiving. To bring out a thought for a man was a physical action that moves his own desire, language, emotion and senses simultaneously. In philosophy thought is not merely a logical and cognitive act. Thought is a physical act that includes logical thinking, feeling, emotion, will, and on. When there is a emotional change in the body, an idea about that change forms. Emotional change acts as a force that increases, decreases, accelerate and hinder the body's abilities. However, there were no suggestions for philosophical concepts from the start. Love is not taught by someone. At some point without oneself knowing we start love and really experience with our bodies what love is, and in this repeat love and undergo all these emotions. Would not the overall story of life be as such. It is different from building a car in a factory. When the archival symposium starts, we asked you to think about what archives are, and to record with such thoughts as reference. Archival symposium is still a proper noun. With the wish for it to become a general term, I report on the process and meaning of archival experiment that is the archival symposium.
Do animals have a mind? Our understanding about whether animals have minds depends on our relationship with animals, as we cannot determine animals' actual minds. These two studies presented here thus examined the meat paradox, that is, an inconsistency between love for animals and the act of enjoying eating meat in the context of mind perception. Study 1 examined whether mind perceptions toward various animals are classified on the basis of experience-related capacities, such as feeling pain, and agency-related capacities, such as having self-control. In Study 2, mind perceptions toward cows and sexually objectified women were classified on the basis of food condition and non-food condition. In the food condition (experimental condition), cows were portrayed as products for meat consumption, whereas in the control condition, they were described as animals living on a farm, eating grass. The results of Study 2 demonstrated revealed that mind perception was positively associated with how morally incorrect it was to eat animals. Study 2 thus demonstrated that the scores of mind perception toward cows and sexually objectified women in the experimental condition were significantly lower than those in the control condition. These reduced mind attribution in the experimental condition implied that people may be motivated to reduce cognitive dissonance between their attitudes toward animals, such as loving them, and their behaviors, such as, eating meat. In addition, these results suggest that objectification toward animals may impact the objectification and mind perception toward human beings as well. These findings highlight the role of dissonance reduction in the meat paradox and objectification theory so as to understand basic psychological processes involved while making moral choices in everyday life.
Drawing upon Vygotsky's theory, this paper explores the possibilities of imaginative education and those implications in relation to emotions. Imagination is an important element of future competencies as well as creativity. But there is a big dilemma in an educational intervention about imagination. If imagination is naturally occurring and therefore considered a mysterious ability that is specific to a child, education should not intervent as much as possible so that it can be expressed and preserved. It is linked to Piaget's influence, which regards imagination as a mental immaturity of childhood. Vygotsky who is a developmental psychologist argues that mind is generated from the socio-cultural origins in opposition to Piaget's spontaneous generation and emphasizes that it is a core characteristic of human to create something through interaction with the world. Vygotsky consider that 'imagination' which synthesizes empirical material and creates a new image is a key factor in human creativity. He reminded us of the possibilities and importance of imaginative education by revealing that imagination is not limited to childhood but constantly develops through cultural experience. Especially Vygotsky's understanding has important implications for future education in relation to emotion. Imagination plays a role of expressing and dealing with human emotions. Unlike the reason-centered society in the past, future society demands a big role of imagination in education for dealing with emotional knowledge and morality.
This study uses the bidet 4D double diamond design process model to propose an improvement for "senior-oriented bidet product service design" that reflects the characteristics and needs of seniors. This study was based on the product service system concept. To this end, qualitative research on seniors was conducted to derive user value factors, and, based on this, product service ideas were discovered, and a prototype reflecting the usefulness review of a working-level expert group was proposed. First, a "smart application service for user-customized function setting guide" was proposed. A bidet incorporating Internet of Things technology and a smart phone are linked to provide an app service that automatically interprets user characteristic information and information on bidet products to guide customized functions. Second, a control panel and remote control user interface to "user-oriented product service interface" was proposed. In consideration of the usability and cognitive ability of seniors, a simple and intuitive physical user interface such as a configuration centered on main functions, button arrangement according to task sequence, and a touch screen remote control was presented. Third, we proposed a "bidet care service linked with products and health/hygiene care" that provides a wide range of services such as user health and hygiene, cleanliness, entertainment, etc., in addition to regular bidet product service. This study proposed a product-based service design methodology that can improve user experience and relationship quality by discovering and improving the pain points and needs of users (seniors) in the process of using bidet products (before, during, and after use).
This study examined the reasoning of gifted elementary science students in a socioscientific issues (SSI) classroom discussion on COVID-19-related trash disposal challenges. This study aimed to understand the characteristics of evidence use and decision-making difficulties in each type of SSI-related reasoning. To this end, the transcripts of 17 gifted students of elementary science discussing SSIs in a classroom were analyzed within the framework of informal reasoning. The analysis framework was categorized into three types according to the primary influence involved in reasoning: rational, emotional, and intuitive. The analysis showed that students exhibited four categories of evidence use in SSI reasoning. First, in the rational reasoning category, students deemed and recorded scientific knowledge, numbers, and statistics as objective evidence. However, students who experienced difficulty in investigating such scientific data were less likely to have factored them in subsequent decisions. Second, in the emotional reasoning category, students' solutions varied considerably depending on the perspective they empathized with and reasoned from. Differences in their views led to conflicting perspectives on SSIs and consequent disagreement. Third, in the intuitive reasoning category, students disagreed with the opinions of their peers but did not explain their positions precisely. Intuitive reasoning also created challenges as students avoided problem-solving in the discussion and did not critically examine their opinions. Fourth, a mixed category of reasoning emerged: intuition combined with rationality or emotion. When combined with emotion, intuitive reasoning was characterized by deep empathy arising from personal experience, and when combined with rationality, the result was only an impulsive reaction. These findings indicate that research on student understanding and faculty knowledge of SSIs discussed in classrooms should consider the difficulties in informal reasoning and decision-making.
In the context of the increasing applications of voice assistants in vehicles, we focused on the association between the visual appeal of the cars and the acoustic characteristics of the voice assistants. This study aimed to investigate the relationship between the visual appeal of the vehicle and the voice assistant based on their emotional characteristics. A total of 15 adjectives were used to assess the emotional characteristics of 12 types of cars and six types of voices. An online interview was carried out, instructing participants to match three adjectives with the presented car images or voices. This was followed with a brief interview to allow the participants to reflect on the adjective matches. Based on the assessments, we performed principal component analysis (PCA) to determine factors. We aimed to deploy the cars and voices and analyze the patterns of clustering. The PCA analysis revealed two factors profiled as "Light-Heavy" and "Comfortable-Radical." Both car and voice stimuli were deployed in a two-dimensional space showing the internal relationship within and between the two substances. Based on the coordination data, a hierarchical cluster grouped the 18 stimuli into four groups labeled as challenge, elegance, majesty, and vigor. This study identified two latent factors describing the emotional characteristics of both car images and voice types clustered into four groups based on their emotional characteristics. The coherent matches between car style and voice type are expected to address the design concept more successfully.
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