• Title/Summary/Keyword: Experience Emotion

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IPTV in Korea: The Effect of Perceived Interactivity on Trust, Emotion, and Continuous Use Intention

  • Shin, Geena;Ahn, Joong-Ho;Kim, Taeha
    • Asia pacific journal of information systems
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    • v.23 no.3
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    • pp.55-76
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    • 2013
  • The principal objective of the work is to confirm the effects of perceived interactivity, trust, and emotion on intentions to use IPTV service. The empirical investigation into IPTV service users suggests that (i) the perception of interactivity should be directly related with trust, (ii) Users' trust should bolster users' emotion in a positive or negative aspect, and (iii) such emotion is verified to affect the intention to use IPTV continuously. More specifically, we demonstrate that positive and negative emotions influence user intentions positively and negatively. Additionally, we find that the trust mediates perceived interactivity and emotions, and both trust and emotion mediate the relationship between perceived interactivity and intentions to use IPTV. The work indicates that trust and emotion of users should be considered from IS perspective in an attempt to build the intention to use IPTV. IPTV firms should consider in their IPTV design and offering strategy how to enhance positive emotions for user retention and eventually bolster intentions to use IPTV continuously.

A Storytelling approach to user affective interface design (감성적 인터페이스 디자인을 위한 스토리텔링 접근)

  • Hwang, Sin-Woong;Lee, Sun-Ah;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.12 no.1
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    • pp.19-32
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    • 2009
  • Recently emotional relationships between industrial products and user experience are getting more attention than ever. However, current user interface design has focused just on the mechanical and logical aspects. This research proposed a new approach to improve user's emotional experience to interface design and introduced storytelling as a new possibility. Four types of user interface - logical interface, picture added interface, storytelling-applied interface, and storytelling-applied interface with a story script - were used for this research. Eighty college students participated in this research. Each participant was randomly assigned to one of four types of user interfaces. Additionally, their individual differences in affect intensity were measured. he results show that users reported more emotional experience in the storytelling-applied interface and storytelling-applied interface with a story script than the logical interface and just picture added interface. The results also suggest that the higher satisfaction was experienced for the storytelling-applied interface. And all those results are differentiated by the users' affect intensity. The users who have higher affect intensity expressed heavier emotional experience and deeper satisfaction for the storytelling-applied interface.

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The mediation of emotional dysregulation in the influence of social exclusion on SNS addiction tendency (SNS 중독경향성에 대한 사회적 배제감의 영향에서 정서조절곤란의 매개)

  • Seongsoo Lee
    • Journal of Advanced Technology Convergence
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    • v.2 no.4
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    • pp.21-30
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    • 2023
  • This paper tried to determine whether emotional dysregulation would function as a mediating variable when social exclusion affects SNS addiction tendencies. For this purpose, a survey was conducted targeting students enrolled in a university located in the central region. Responses from 298 people were analyzed. The analysis results show that social exclusion completely mediates emotional dysregulation and influences SNS addiction tendencies. Meanwhile, we set the two sub-dimensions of social exclusion as independent variables to determine whether it influences SNS addiction tendency through emotion regulation. It was found that the experience of being ignored influenced the tendency to addict to SNS by partially mediating the experience of emotion regulation, while the experience of rejection was found to affect the tendency to addict to SNS by fully mediating the experience of emotion regulation. These analysis results show that when establishing social exclusion as an influential factor in SNS addiction tendency, it is meaningful not only to set it as an overall factor but also to approach it by dividing it into individual factors.

The Influence of Creator Information on Preference for Artificial Intelligence- and Human-generated Artworks

  • Nam, Seungmin;Song, Jiwon;Kim, Chai-Youn
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.107-116
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    • 2022
  • Purpose: Researchers have shown that aesthetic judgments of artworks depend on contexts, such as the authenticity of an artwork (Newman & Bloom, 2011) and an artwork's location of display (Kirk et al., 2009; Silveira et al., 2015). The present study aims to examine whether contextual information related to the creator, such as whether an artwork was created by a human or artificial intelligence (AI), influences viewers' preference judgments of an artwork. Methods: Images of Impressionist landscape paintings were selected as human-made artworks. AI-made artwork stimuli were created using Google's Deep Dream Generator by mimicking the Impressionist style via deep learning algorithms. Participants performed a preference rating task on each of the 108 artwork stimuli accompanied by one of the two creator labels. After this task, an art experience questionnaire (AEQ) was given to participants to examine whether individual differences in art experience influence their preference judgments. Results: Setting AEQ scores as a covariate in a two-way ANCOVA analysis, the stimuli with the human-made context were preferred over the stimuli with the AI-made context. Regarding the types of stimuli, the viewers preferred AI-made stimuli to human-made stimuli. There was no interaction effect between the two factors. Conclusion: These results suggest that preferences for visual artworks are influenced by the contextual information of the creator when the individual differences in art experience are controlled.

An Analysis of the Post-viewing Emotion and Behavior on the Dance Audience (무용공연 관람객의 관람 후 감정과 행동 분석)

  • Choi, Chung-Ja;Kim, Hyung-Nam;Shim, Hyun-Hwa
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.147-155
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    • 2012
  • This study is to analyze the difference of the post-viewing emotion and behavior of the audience at a dance performance by general characteristics of the audience. To attain the goal of the study described above paragraphs, the audience of dance performance located in Seoul and Kyoungki-Do was set as a collected group. Then, using the convenience sampling method, finally drew out and analyzed 280 people in total. statistic analysis techniques were used SPSS 18.0 program. Based on the statistical methods above, we had the result of data analysis as follows; First, among the general characteristics(job, viewing frequency, dance experience, and genre), had significantly effect on the post-viewing emotion(positive emotion, satisfaction) Second, among the general characteristics(job, viewing frequency, dance experience, and genre), all the factors had significantly effect on post-viewing behaviors(researching, respectating intention).

Emotion Recognition using Facial Thermal Images

  • Eom, Jin-Sup;Sohn, Jin-Hun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.3
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    • pp.427-435
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    • 2012
  • The aim of this study is to investigate facial temperature changes induced by facial expression and emotional state in order to recognize a persons emotion using facial thermal images. Background: Facial thermal images have two advantages compared to visual images. Firstly, facial temperature measured by thermal camera does not depend on skin color, darkness, and lighting condition. Secondly, facial thermal images are changed not only by facial expression but also emotional state. To our knowledge, there is no study to concurrently investigate these two sources of facial temperature changes. Method: 231 students participated in the experiment. Four kinds of stimuli inducing anger, fear, boredom, and neutral were presented to participants and the facial temperatures were measured by an infrared camera. Each stimulus consisted of baseline and emotion period. Baseline period lasted during 1min and emotion period 1~3min. In the data analysis, the temperature differences between the baseline and emotion state were analyzed. Eyes, mouth, and glabella were selected for facial expression features, and forehead, nose, cheeks were selected for emotional state features. Results: The temperatures of eyes, mouth, glanella, forehead, and nose area were significantly decreased during the emotional experience and the changes were significantly different by the kind of emotion. The result of linear discriminant analysis for emotion recognition showed that the correct classification percentage in four emotions was 62.7% when using both facial expression features and emotional state features. The accuracy was slightly but significantly decreased at 56.7% when using only facial expression features, and the accuracy was 40.2% when using only emotional state features. Conclusion: Facial expression features are essential in emotion recognition, but emotion state features are also important to classify the emotion. Application: The results of this study can be applied to human-computer interaction system in the work places or the automobiles.

Structuring of Integrated Design System Based on Emotion Process Model for Successful Brand Image Building (성공적 브랜드 이미지 구축을 위한 감성 처리 모형 기반의 통합 디자인 체계 구성)

  • Kim, Hyun
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.57-68
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    • 2008
  • With the shift of consumer’s spending behaviors further into emotionally-driven purchases, the role of brand is becoming even more important, which in turn, expands design’s role in the brand image strategy. The contact point between the consumers and the brand is the primary channel for building strong brand image through experience. Therefore, it is critical to comprehensively plan and manage the consumer contact point for any brand. Given the changing market conditions, the objective of this study is to define and structure an integrated design development and management system for building successful brand image. In order to do so, the research analyzed the characters of brand image, the conditions for consumer experience and the roles of emotion. The analysis into the correlation between images and emotion process model yields three natures of an image. The image 1) is based on empirical decisions, 2) expresses and conveys emotional aspects and 3) builds mental values through a sense of sympathy. Through case studies of successful designs that meet all three characteristics, the roles of a brand icon in building strong brand image and the needs for integrated design approach for implementation are defined. The methods for integrated design include 1) providing a focal point through brand image positioning, 2) utilizing visual themes based on brand image plot, 3) building a Total Identity Program to holistically manage brand images and 4) developing brand icons for brand image reinforcement.

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지체장애 인식에 대한 개념분석

  • Jeong, Myeong-Sil
    • The Korean Nurse
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    • v.35 no.4
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    • pp.64-74
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    • 1996
  • In general. social cognition for a disabled person seemed that he was limited aspects of emotion and psychology. Thus he was rejected. avoided. worthless and not accepted. People who have been raised in an ethnic collectivity often acquire from that experience not only basic conceps and attitudes toward health and illness but also fundamental styles of interpersonal behavior and concerns about the world. The effects of this enculuration carryover into health- care situation and also become an important influence on personal activities devoted to health maintenance and disease prevention. Our Korean culture is a state of tradition Confucianism. respects his honor and external feature. Therefore recognition of a disabled person is more specipic. This study uses Walker and Avant's process of concept analysis. The concep of recognition of disabilty can be defined as follows : Recognition of disability is a person's conscious process of sensation. perception. memory and thought and is constructed from value. attitude. emotion and expierince which is dynamics. and in everyday life is feeling that basic activity is not free and occurs interaction of envionment. Attributes of disability recognition are defined as 1) It is feeling that basic activity of his daily life is not free in everyday life. 2) It is a person's conscious process of sensation. perception. memory and thought. 3) It occurs interaction of enviornment. 4) It is constructed from value. attitude. emotion and experience. 5) it is dynamics ( changing but not stasis). Nurse is always suppoted and pushed him. She plans institutional and situational surroundings.

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Intuitive conception method based on the experiential emotion information (경험적 감성 정보에 의한 직관적인 아이디어 발상 기법)

  • 허성철
    • Science of Emotion and Sensibility
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    • v.6 no.1
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    • pp.1-10
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    • 2003
  • Information gathered through experience transforms into knowledge and such knowledge becomes a foundation for intuitive decisions. Based on such background, the following study investigates intuitive decision making on basic elements needed for design concepts and visual conceptualizations. The study consist two phases. first, 12 structural elements of a digital camera and relation between each elements were arranged intuitively on a board. Next, sketches were generated with relationship of structural elements in mind. As a result of the study, concept with intuitive decisions effect structural thinking, various developments, specific operation methods , and sketch expressions. However, study also revealed that the freedom of human emotions don't accord with the qualification map.

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An explorative study on the perceived emotion of music: according to cognitive styles of music listening (음악정서인식에 대한 탐색 연구: 음악인지유형 중심으로)

  • Choi, Jin Hee;Chong, Hyun Ju
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.4
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    • pp.290-296
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    • 2021
  • The purpose of this study was to examine the perceived emotion of music according to cognitive styles of music listening. A total of 91 music-related graduate students participated in this study. They were given a questionnaire about perceived emotions of music, musical elements, and Music Empathizing-Music Systemizing Inventory. To analyze statistically, Descriptive statistics, paired t-test, ANalysis Of VAriance (ANOVA), multi-variate analysis, and Pearson correlation analysis were conducted. Results showed that participants had relatively universal experience in perceived emotions of both types of music, and also showed that musical elements contributed to the experience differed by cognitive styles of music listening.